diff options
Purify collide shader
i.e. move fluid vertex placement to appropriate vertex shader.
Do not amplify or shift fluid moments in any way prior to
passing it to the display pipeline.
Diffstat (limited to 'src/shader/code/stream.glsl')
-rw-r--r-- | src/shader/code/stream.glsl | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/src/shader/code/stream.glsl b/src/shader/code/stream.glsl index 982b207..9b77c85 100644 --- a/src/shader/code/stream.glsl +++ b/src/shader/code/stream.glsl @@ -29,6 +29,10 @@ void main() { const uint x = gl_GlobalInvocationID.x; const uint y = gl_GlobalInvocationID.y; + if ( !(x < nX && y < nY) ) { + return; + } + if ( x != 0 && x != nX-1 && y != 0 && y != nY-1 ) { for ( int i = -1; i <= 1; ++i ) { for ( int j = -1; j <= 1; ++j ) { |