Waterflow
Visualize water in terrain
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Calculates vertex data. More...
Go to the source code of this file.
Functions | |
layout (local_size_x=16, local_size_y=16) in | |
Size of calculation kernels on GPU, preferably power of 2. | |
layout (std430, binding=0) writeonly buffer Pos | |
< Position of vertices to be written, y will be set to lower values if a WATER height is to be modeled and the WATER is under the surface. | |
layout (rgba32f, binding=0) readonly uniform image2D textureOut | |
Texture which can be used to read height in other shaders. | |
void | main () |
Variables | |
uniform float | scale |
height scale for terrain | |
uniform ivec2 | size |
width height |
Calculates vertex data.
Output will be Vertice coordinates, texture coordinates and indices for rendering the height map as a model. The normals are created in another shader
Definition in file heightMap.comp.
layout | ( | std430 | , |
binding | = 0 |
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) |
< Position of vertices to be written, y will be set to lower values if a WATER height is to be modeled and the WATER is under the surface.
< the terrheight which is used to create the model.
< indices to be written.
< Texcoords to be written
Definition at line 13 of file heightMap.comp.
void main | ( | void | ) |
< x,y global ID (i.e. which thread).
< x - clamped to working interval
< y - clamped to working interval
< x + 1 - clamped to working interval
< x - 1 - clamped to working interval
< y + 1 - clamped to working interval
< y - 1 - clamped to working interval
< writing offset for arrays
< Terrain height used when constructing water model
< The height of the current model
< Array offset
< The first vertex
< The second vertex
< The third vertex
< The fourth vertex
Definition at line 37 of file heightMap.comp.