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#version 330
#if defined VERTEX_SHADER
in vec3 in_position;
in vec2 in_texcoord_0;
out vec2 uv0;
void main() {
gl_Position = vec4(in_position, 1);
uv0 = in_texcoord_0;
}
#elif defined FRAGMENT_SHADER
out float fragColor;
in vec2 uv0;
uniform sampler2D momentum_texture;
uniform float external_flow;
const ivec2 kpos[9] = ivec2[9](
ivec2(-1, 1), ivec2(0, 1), ivec2(1, 1),
ivec2(-1, 0), ivec2(0, 0), ivec2(1, 0),
ivec2(-1, -1), ivec2(0, -1), ivec2(1, -1)
);
float flow_kernel[9] = float[9](
0.0, 0.0, 0.0,
external_flow, 1.0, -external_flow,
0.0, 0.0, 0.0
);
float flow(ivec2 uv, sampler2D source) {
float value = 0;
for (int i = 0; i < 9; i++) {
value += texelFetch(source, uv + kpos[i], 0).r * flow_kernel[i];
}
return value;
}
void main() {
ivec2 uv = ivec2(gl_FragCoord.xy);
fragColor = flow(uv, momentum_texture);
}
#endif
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