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

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1 KiB
GLSL

#include "fluid_common.h"
//////////////////////////////////////////////////////////////////////////////////////////
// Vertex
v2g_fluidsim main( v_fluidsim input)
{
v2g_fluidsim output = (v2g_fluidsim)0;
output.pos = float4(input.position.x, input.position.y, input.position.z, 1.0);
output.cell0 = float3(input.textureCoords0.x, input.textureCoords0.y, input.textureCoords0.z);
output.texcoords = float3( (input.textureCoords0.x)/(textureWidth),
(input.textureCoords0.y)/(textureHeight),
(input.textureCoords0.z+0.5)/(textureDepth));
float x = output.texcoords.x;
float y = output.texcoords.y;
float z = output.texcoords.z;
// compute single texel offsets in each dimension
float invW = 1.0/textureWidth;
float invH = 1.0/textureHeight;
float invD = 1.0/textureDepth;
output.LR = float2(x - invW, x + invW);
output.BT = float2(y - invH, y + invH);
output.DU = float2(z - invD, z + invD);
return output;
}