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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 pressure_texture;
uniform sampler2D difference_texture;
uniform sampler2D walls_texture;
uniform float rho; // Density
uniform float damping;
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)
);
const float poi_kernel[9] = float[9](
0.0, .25, 0.0,
.25, 0, .25,
0.0, .25, 0.0
);
float poisson(ivec2 uv, sampler2D source) {
float value = 0;
for (int i = 0; i < 9; i++) {
value += texelFetch(source, uv + kpos[i], 0).r * poi_kernel[i];
}
return value;
}
void main() {
ivec2 uv = ivec2(gl_FragCoord.xy);
float poi = poisson(uv, pressure_texture);
float diff = texelFetch(difference_texture, uv, 0).r;
float wall = texelFetch(walls_texture, uv, 0).r;
fragColor = (poi + rho / 2.0 * (diff - pow(diff, 2.0))) * (1.0 - wall) * damping;
}
#endif
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