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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.
Diffstat (limited to 'src/shader/code/collide.glsl')
-rw-r--r-- | src/shader/code/collide.glsl | 2 |
1 files changed, 1 insertions, 1 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; |