orca/samples/fluid/src/shaders/multigrid_restrict_residual...

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#version 300 es
precision highp float;
precision highp sampler2D;
in vec2 texCoord;
out vec4 fragColor;
uniform sampler2D xTex;
uniform sampler2D bTex;
float x(ivec2 coord)
{
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if(coord.x <= 0
|| coord.x >= textureSize(xTex, 0).x
|| coord.y <= 0
|| coord.y >= textureSize(xTex, 0).y)
{
return (0.);
}
return (texelFetch(xTex, coord, 0).x);
}
float b(ivec2 coord)
{
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if(coord.x <= 0
|| coord.x >= textureSize(bTex, 0).x
|| coord.y <= 0
|| coord.y >= textureSize(bTex, 0).y)
{
return (0.);
}
return (texelFetch(bTex, coord, 0).x);
}
float residual(ivec2 coord)
{
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ivec2 vr = coord + ivec2(1, 0);
ivec2 vl = coord - ivec2(1, 0);
ivec2 vt = coord + ivec2(0, 1);
ivec2 vb = coord - ivec2(0, 1);
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return ((x(vl) + x(vr) + x(vt) + x(vb) + b(coord) - 4. * x(coord)) * 4.);
}
void main()
{
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ivec2 pixelCoord = ivec2(floor(gl_FragCoord.xy));
float restricted = residual(2 * pixelCoord + ivec2(-1, -1))
+ residual(2 * pixelCoord + ivec2(1, -1))
+ residual(2 * pixelCoord + ivec2(1, 1))
+ residual(2 * pixelCoord + ivec2(-1, 1))
+ 2. * residual(2 * pixelCoord + ivec2(-1, 0))
+ 2. * residual(2 * pixelCoord + ivec2(1, 0))
+ 2. * residual(2 * pixelCoord + ivec2(0, -1))
+ 2. * residual(2 * pixelCoord + ivec2(0, 1))
+ 4. * residual(2 * pixelCoord);
restricted /= 16.;
fragColor = vec4(restricted, 0, 0, 1);
}