This commit is contained in:
Vasily Petrov 2026-06-18 01:18:29 +03:00
commit 2fe6ca2f65
1473 changed files with 251771 additions and 0 deletions

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#include "fluid_common.hlsli"
//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
float4 main(p_fluidsim input) : SV_Target
{
if (IsNonEmptyCell(input.texcoords.xyz))
{
return 0;
}
float3 npos = GetAdvectedPosTexCoords(input);
float4 r;
float3 diff = abs(floatVolumeDim.xyz - input.cell0.xyz);
// Must use regular semi-Lagrangian advection instead of BFECC at the volume boundaries
if ((diff.x > (floatVolumeDim.x - 4)) || (diff.y > (floatVolumeDim.y - 4)) || (diff.z > (floatVolumeDim.z - 4)))
{
r = Texture_color.SampleLevel(samLinear, npos, 0);
}
else
{
// Texture_color contains \phi^n; Texture_tempscalar contains \bar{\phi}
// (i.e.: the result of 1 forward advection step, followed by a backwards advection step)
r = 1.5f * Texture_color.SampleLevel(samLinear, npos, 0) -
0.5f * Texture_tempscalar.SampleLevel(samLinear, npos, 0);
}
r = saturate(r);
return r * modulate;
}