1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
|
static const std::string VERTEX_SHADER_CODE = R"(
#version 430
layout (location=0) in vec3 VertexPosition;
out VS_OUT {
vec3 color;
} vs_out;
uniform uint nX;
uniform uint nY;
const float displayAmplifier = 3.0;
float unit(float x) {
return 1.0/(1.0+exp(-x));
}
float sq(float x) {
return x*x;
}
float norm(vec2 v) {
return sqrt(sq(v.x)+sq(v.y));
}
vec2 fluidVertexAtIndex(uint i) {
const float y = floor(float(i) / float(nX));
return vec2(
i - nX*y,
y
);
}
bool isInactive(int material) {
return material == 0;
}
bool isWallFrontier(int material) {
return material == 2 || material == 3;
}
void main() {
const vec2 idx = fluidVertexAtIndex(gl_VertexID);
gl_Position = vec4(
idx.x - nX/2,
idx.y - nY/2,
0.,
1.
);
const int material = int(round(VertexPosition.z));
if ( isInactive(material) ) {
vs_out.color = vec3(0.5, 0.5, 0.5);
} else if ( isWallFrontier(material) ) {
vs_out.color = vec3(0.0, 0.0, 0.0);
} else {
vs_out.color = mix(
vec3(-0.5, 0.0, 1.0),
vec3( 1.0, 0.0, 0.0),
displayAmplifier * norm(VertexPosition.xy)
);
}
}
)";
|