add game&rawdata

This commit is contained in:
Vasily Petrov 2026-06-17 23:06:51 +03:00
parent 0133cd976c
commit 49b34b5546
45731 changed files with 709831 additions and 0 deletions

View file

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#include "fluid_common.hlsli"
// Pixel
float4 main(p_fluidsim input) : SV_Target
{
float4 fieldL = Texture_velocity1.SampleLevel(samPointClamp, LEFTCELL, 0);
float4 fieldR = Texture_velocity1.SampleLevel(samPointClamp, RIGHTCELL, 0);
float4 fieldB = Texture_velocity1.SampleLevel(samPointClamp, BOTTOMCELL, 0);
float4 fieldT = Texture_velocity1.SampleLevel(samPointClamp, TOPCELL, 0);
float4 fieldD = Texture_velocity1.SampleLevel(samPointClamp, DOWNCELL, 0);
float4 fieldU = Texture_velocity1.SampleLevel(samPointClamp, UPCELL, 0);
if (IsBoundaryCell(LEFTCELL))
{
fieldL = GetObstVelocity(LEFTCELL);
}
if (IsBoundaryCell(RIGHTCELL))
{
fieldR = GetObstVelocity(RIGHTCELL);
}
if (IsBoundaryCell(BOTTOMCELL))
{
fieldB = GetObstVelocity(BOTTOMCELL);
}
if (IsBoundaryCell(TOPCELL))
{
fieldT = GetObstVelocity(TOPCELL);
}
if (IsBoundaryCell(DOWNCELL))
{
fieldD = GetObstVelocity(DOWNCELL);
}
if (IsBoundaryCell(UPCELL))
{
fieldU = GetObstVelocity(UPCELL);
}
float divergence = 0.5 *
((fieldR.x - fieldL.x) + (fieldT.y - fieldB.y) + (fieldU.z - fieldD.z));
return divergence;
}