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

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1.9 KiB
PostScript

#include "fluid_common.h"
//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
float4 main( p_fluidsim input ) : SV_Target
{
if( IsBoundaryCell(input.texcoords.xyz) )
return GetObstVelocity(input.texcoords.xyz);
float pCenter = Texture_pressure.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 );
float4 velocity;
float3 obstV = float3(0,0,0);
float3 vMask = float3(1,1,1);
float3 vLeft = GetObstVelocity(LEFTCELL);
float3 vRight = GetObstVelocity(RIGHTCELL);
float3 vBottom = GetObstVelocity(BOTTOMCELL);
float3 vTop = GetObstVelocity(TOPCELL);
float3 vDown = GetObstVelocity(DOWNCELL);
float3 vUp = GetObstVelocity(UPCELL);
float3 v;
if( IsBoundaryCell(LEFTCELL) ) { pL = pCenter; obstV.x = vLeft.x; vMask.x = 0; }
if( IsBoundaryCell(RIGHTCELL) ) { pR = pCenter; obstV.x = vRight.x; vMask.x = 0; }
if( IsBoundaryCell(BOTTOMCELL) ){ pB = pCenter; obstV.y = vBottom.y; vMask.y = 0; }
if( IsBoundaryCell(TOPCELL) ) { pT = pCenter; obstV.y = vTop.y; vMask.y = 0; }
if( IsBoundaryCell(DOWNCELL) ) { pD = pCenter; obstV.z = vDown.z; vMask.z = 0; }
if( IsBoundaryCell(UPCELL) ) { pU = pCenter; obstV.z = vUp.z; vMask.z = 0; }
v = ( Texture_velocity1.SampleLevel( samPointClamp, input.texcoords, 0 ).xyz -
(0.5*modulate*float3( pR - pL, pT - pB, pU - pD )) );
velocity.xyz = (vMask * v) + obstV;
return velocity;
}