 s*0.35, r: s*0.35, a: baseAlpha, type:'circle', vx: state.wind/60*DPR*0.9, wob: rand(0.2,0.6), phase: rand(0,Math.PI*2)});
      }
    }

    const pointer = { x: 0, y: 0 };
    let lastStamp = null;
    function onPointerDown(e){
      state.painting = true;
      const rect = canvas.getBoundingClientRect();
      pointer.x = (e.clientX - rect.left) * DPR;
      pointer.y = (e.clientY - rect.top) * DPR;
      lastStamp = { x: pointer.x, y: pointer.y };
      spawnBrush(pointer.x, pointer.y);
    }
    fun