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init.frag
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#version 440
in highp vec2 uv;
layout(location = 0) out highp vec4 dom_out;
layout(location = 1) out highp vec4 den_out;
layout(binding = 0) uniform sampler2D dom; // (v.x, v.y, pressure, density)
layout(binding = 1) uniform sampler2D den; // (obstacles, source, vorticity, _)
layout(location = 0) uniform int idx;
layout(location = 1) uniform vec2 size;
layout(location = 2) uniform vec2 point;
layout(location = 3) uniform float rad;
layout(location = 4) uniform float ratio;
layout(location = 5) uniform float density;
void main() {
const ivec2 UV = ivec2(gl_FragCoord.xy);
// vec2 coord = 2*uv-1;
// float phy = mod(atan(coord.y,coord.x), 2.*3.14159265359);
switch (idx) {
case 0: default:
dom_out = vec4(0,0,2,0);
vec4 de = texelFetch(den, UV, 0);
den_out.x = de.x; // obstacles
den_out.y = (de.y - de.z) * 0.005; // source
den_out.z = 0; // vorticity
break;
case 2: {
vec2 st = uv;
st.x *= ratio;
st -= point * vec2(ratio,1);
dom_out = texelFetch(dom, UV, 0);
dom_out.z += clamp(1 - 3 / rad*sqrt(dot(st, st)), 0, 1);
dom_out.w += density * clamp(1 - 1 / rad * sqrt(dot(st, st)), 0, 1);
den_out = texelFetch(den, UV, 0);
break;
}
}
}