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authorAdrian Kummerlaender2019-02-27 21:39:48 +0100
committerAdrian Kummerlaender2019-02-27 21:39:59 +0100
commit89718b245b0246e08f9d0545a636e0cf89642a72 (patch)
treee30dce94b1941e47bab1cbc5987da81bee407e2b
parent72cc7c54d0feb842f4fe07ce55c50f50b706c2f0 (diff)
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Test density inflow condition
Seems to be more stable when drawing around. Not that all of this doesn't aim to be accurate in any real world sense.
-rw-r--r--src/shader/code/collide.glsl2
-rw-r--r--src/shader/code/vertex.glsl2
2 files changed, 2 insertions, 2 deletions
diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl
index 8755a3d..3bfd332 100644
--- a/src/shader/code/collide.glsl
+++ b/src/shader/code/collide.glsl
@@ -143,7 +143,7 @@ void main() {
if ( isBulkFluidCell(material) ) {
if ( isInflowCell(material) ) {
- v = vec2(min(float(iT)*0.2/2000.0, 0.2), 0.0);
+ d = min(1.0+float(iT)*0.2/1000.0, 1.2);
}
if ( isOutflowCell(material) ) {
d = 1.0;
diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl
index 67a5d80..676b68e 100644
--- a/src/shader/code/vertex.glsl
+++ b/src/shader/code/vertex.glsl
@@ -10,7 +10,7 @@ out VS_OUT {
uniform uint nX;
uniform uint nY;
-const float displayAmplifier = 4.0;
+const float displayAmplifier = 3.0;
float unit(float x) {
return 1.0/(1.0+exp(-x));