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

19 lines
714 B
HLSL

#include "fluid_common.hlsli"
// Pixel
float3 main(p_fluidsim input) : SV_Target
{
float4 L = Texture_velocity1.SampleLevel(samPointClamp, LEFTCELL, 0);
float4 R = Texture_velocity1.SampleLevel(samPointClamp, RIGHTCELL, 0);
float4 B = Texture_velocity1.SampleLevel(samPointClamp, BOTTOMCELL, 0);
float4 T = Texture_velocity1.SampleLevel(samPointClamp, TOPCELL, 0);
float4 D = Texture_velocity1.SampleLevel(samPointClamp, DOWNCELL, 0);
float4 U = Texture_velocity1.SampleLevel(samPointClamp, UPCELL, 0);
float3 vorticity = 0.5 * float3(((T.z - B.z) - (U.y - D.y)),
((U.x - D.x) - (R.z - L.z)),
((R.y - L.y) - (T.x - B.x)));
return vorticity;
}