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Vasily Petrov 2026-06-18 01:18:29 +03:00
commit 2fe6ca2f65
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#include "fluid_common.hlsli"
// Pixel
float3 main(p_fluidsim input) : SV_Target
{
// Texture_tempvector contains the vorticity computed by PS_VORTICITY
float4 omega = Texture_tempvector.SampleLevel(samPointClamp, input.texcoords, 0);
// Potential optimization: don't find length multiple times - do once for the entire texture
float omegaL = length(Texture_tempvector.SampleLevel(samPointClamp, LEFTCELL, 0));
float omegaR = length(Texture_tempvector.SampleLevel(samPointClamp, RIGHTCELL, 0));
float omegaB = length(Texture_tempvector.SampleLevel(samPointClamp, BOTTOMCELL, 0));
float omegaT = length(Texture_tempvector.SampleLevel(samPointClamp, TOPCELL, 0));
float omegaD = length(Texture_tempvector.SampleLevel(samPointClamp, DOWNCELL, 0));
float omegaU = length(Texture_tempvector.SampleLevel(samPointClamp, UPCELL, 0));
float3 eta = 0.5 * float3(omegaR - omegaL,
omegaT - omegaB,
omegaU - omegaD);
eta = normalize(eta + float3(0.001, 0.001, 0.001));
float3 force = timestep * epsilon * float3(eta.y * omega.z - eta.z * omega.y,
eta.z * omega.x - eta.x * omega.z,
eta.x * omega.y - eta.y * omega.x);
// Note: the result is added to the current velocity at each cell using "additive blending"
return force;
}