orca/samples/fluid/src/shaders/jacobi_step.glsl

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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);
}
void main()
{
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ivec2 pixelCoord = ivec2(floor(gl_FragCoord.xy));
if(pixelCoord.x <= 0
|| pixelCoord.y <= 0)
{
fragColor = vec4(0, 0, 0, 1);
}
else
{
float tl = x(pixelCoord + ivec2(-1, 1));
float tr = x(pixelCoord + ivec2(1, 1));
float bl = x(pixelCoord + ivec2(-1, -1));
float br = x(pixelCoord + ivec2(1, -1));
float jacobi = (tl + tr + bl + br + b(pixelCoord)) / 4.;
fragColor = vec4(jacobi, 0, 0, 1);
}
}