SIMPLE Games - thank you for the bug report!!
Update now Beta v1.0.0.2, bugfix: render error when not using tint effect.
That video is interesting - it looks like the full desktop version of Liquidfun, judging by the performance. The programmer has used a few things that are not currently available in LFJS, if my guess is right.
1. Assign a color change to an individual particle. This should be possible in LFJS - I will check the source code and write the cpp headers to make it possible.
2. It is possible that the example uses particle-to-particle collision and collision energy to allow a decision to be made as to whether to change the color of the particles to white. This option will not be available in LFJS because of the massive overhead called during each world step.
3. Alternatively the programmer has stored the velocities of each particle and made them color white when there is a large velocity change (ie due to an impact).
4. I don't think the example uses color mixing because the water doesn't get whiter and whiter with time - it always blends back to blue. Which means that the programmer has applied a general blend-back-to-blue color change to the whole particle system/group. That could be very expensive in LFJS because of the calls from JavaScript to webassembly.
I will see what changes I can make to allow individual particle color-assignment and, maybe, group or system color assignment.