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Waterflow
Visualize water in terrain
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Compute shader for advecting the water for shallow water implementations. More...
Go to the source code of this file.
Functions | |
| float | average (int i, int j) |
| function for calculating averages of surrounding neighbours | |
| float | bilinjearInterpolation (float point_x, float point_y) |
| function for calculating averages (by bilinearInterpolation) of surrounding neighbours | |
| layout (local_size_x=16, local_size_y=16) in | |
| This should be a nxn, where n is power of 2, however next step would result in 32x32, 1024 threads which is not always supported. | |
| layout (std430, binding=4) readonly buffer height0 | |
| < height ping buffer | |
| void | main () |
Variables | |
| uniform float | dt |
| uniform ivec2 | size |
| width height | |
Compute shader for advecting the water for shallow water implementations.
Definition in file advectWaterShader.comp.
| float average | ( | int | i, |
| int | j | ||
| ) |
function for calculating averages of surrounding neighbours
Definition at line 58 of file advectWaterShader.comp.
| float bilinjearInterpolation | ( | float | point_x, |
| float | point_y | ||
| ) |
function for calculating averages (by bilinearInterpolation) of surrounding neighbours
Definition at line 78 of file advectWaterShader.comp.
| layout | ( | std430 | , |
| binding | = 4 |
||
| ) |
< height ping buffer
< Terrain height
< VelocityY pong buffer
< VelocityY ping buffer
< VelocityX pong buffer
< VelocityX ping buffer
< height pong buffer
Definition at line 9 of file advectWaterShader.comp.
| uniform float dt |
simulation dt
Definition at line 54 of file advectWaterShader.comp.