e4s-game/gamedata/shaders/d3d11/fluid_jacobi.ps.hlsl
2026-06-18 01:18:29 +03:00

44 lines
1.3 KiB
HLSL

#include "fluid_common.hlsli"
// Pixel
float4 main(p_fluidsim input) : SV_Target
{
float pCenter = Texture_pressure.SampleLevel(samPointClamp, input.texcoords, 0).x;
// Texture_tempvector contains the "divergence" computed by PS_DIVERGENCE
float bC = Texture_tempvector.SampleLevel(samPointClamp, input.texcoords, 0).x;
float pL = Texture_pressure.SampleLevel(samPointClamp, LEFTCELL, 0).x;
float pR = Texture_pressure.SampleLevel(samPointClamp, RIGHTCELL, 0).x;
float pB = Texture_pressure.SampleLevel(samPointClamp, BOTTOMCELL, 0).x;
float pT = Texture_pressure.SampleLevel(samPointClamp, TOPCELL, 0).x;
float pD = Texture_pressure.SampleLevel(samPointClamp, DOWNCELL, 0).x;
float pU = Texture_pressure.SampleLevel(samPointClamp, UPCELL, 0).x;
if (IsBoundaryCell(LEFTCELL))
{
pL = pCenter;
}
if (IsBoundaryCell(RIGHTCELL))
{
pR = pCenter;
}
if (IsBoundaryCell(BOTTOMCELL))
{
pB = pCenter;
}
if (IsBoundaryCell(TOPCELL))
{
pT = pCenter;
}
if (IsBoundaryCell(DOWNCELL))
{
pD = pCenter;
}
if (IsBoundaryCell(UPCELL))
{
pU = pCenter;
}
return (pL + pR + pB + pT + pU + pD - bC) / 6.0;
}