t);
                }

                const deltaX = event.x - this.lastMouse.x;
                const deltaY = event.y - this.lastMouse.y;

                this.lastMouse.copy(event);

                // Add if the mouse is moving
                if (Math.abs(deltaX) || Math.abs(deltaY)) {
                    // Update fluid simulation inputs
                    this.fluid.splats.push({
                        // Get mouse value in 0 to 1 range, with Y flipped
                        x: event.x / this.wid