Waterflow
Visualize water in terrain
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Shader for heightfield simulation. More...
Go to the source code of this file.
Functions | |
float | getHeight (int i, int j, float ourTot, float ourTerr) |
gets modified contribution of point i,j | |
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 | |
< Read buffer for heights | |
void | main () |
HeightField simulation kernel. | |
Variables | |
uniform float | dt |
timestep for simulation. | |
uniform ivec2 | size |
width and height of the arrays |
Shader for heightfield simulation.
Definition in file fieldShader.comp.
float getHeight | ( | int | i, |
int | j, | ||
float | ourTot, | ||
float | ourTerr | ||
) |
gets modified contribution of point i,j
Gives the contribution of water difference for i,j, clamped to the available water.
Definition at line 36 of file fieldShader.comp.
layout | ( | std430 | , |
binding | = 4 |
||
) |
< Read buffer for heights
< Read buffer for terrainHeight
< Read/write buffer for velocity
< Write buffer for heights
Definition at line 7 of file fieldShader.comp.
void main | ( | void | ) |
HeightField simulation kernel.
@ Simulation based on height field described by Matthias Müller-Fischer
Definition at line 55 of file fieldShader.comp.