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.h"
//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
float4 main( p_fluidsim input ) : SV_Target
{
float pCenter = Texture_pressure.SampleLevel( samPointClamp, input.texcoords, 0 );
// Texture_tempvector contains the "divergence" computed by PS_DIVERGENCE
float bC = Texture_tempvector.SampleLevel( samPointClamp, input.texcoords, 0 );
float pL = Texture_pressure.SampleLevel( samPointClamp, LEFTCELL, 0 );
float pR = Texture_pressure.SampleLevel( samPointClamp, RIGHTCELL, 0 );
float pB = Texture_pressure.SampleLevel( samPointClamp, BOTTOMCELL, 0 );
float pT = Texture_pressure.SampleLevel( samPointClamp, TOPCELL, 0 );
float pD = Texture_pressure.SampleLevel( samPointClamp, DOWNCELL, 0 );
float pU = Texture_pressure.SampleLevel( samPointClamp, UPCELL, 0 );
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;
}