e4s-sdk/gamedata/shaders/r3/fluid_divergence.ps
2026-06-17 23:06:51 +03:00

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1.2 KiB
PostScript

#include "fluid_common.h"
//////////////////////////////////////////////////////////////////////////////////////////
// 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;
}