aboutsummaryrefslogtreecommitdiff
path: root/src/shader/code/vertex.glsl
diff options
context:
space:
mode:
authorAdrian Kummerlaender2019-02-23 16:10:08 +0100
committerAdrian Kummerlaender2019-02-23 16:10:08 +0100
commit389da8159978571e8156ff7692bc595d957e846e (patch)
treebd40ebff4b5f917a2d25ce76b973709922aa7b59 /src/shader/code/vertex.glsl
parent9779fd7484f7af6d10ae28ca3763c6d938c341e3 (diff)
downloadcompustream-389da8159978571e8156ff7692bc595d957e846e.tar
compustream-389da8159978571e8156ff7692bc595d957e846e.tar.gz
compustream-389da8159978571e8156ff7692bc595d957e846e.tar.bz2
compustream-389da8159978571e8156ff7692bc595d957e846e.tar.lz
compustream-389da8159978571e8156ff7692bc595d957e846e.tar.xz
compustream-389da8159978571e8156ff7692bc595d957e846e.tar.zst
compustream-389da8159978571e8156ff7692bc595d957e846e.zip
Store material in fluid buffer and improve visualization
Replaces the density value which is actually not that useful for visualization. Encoding integer values as floats by casting and comparing them using exact floating point comparison is not very safe but works out for now.
Diffstat (limited to 'src/shader/code/vertex.glsl')
-rw-r--r--src/shader/code/vertex.glsl16
1 files changed, 14 insertions, 2 deletions
diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl
index 69bbaef..e0ce9a8 100644
--- a/src/shader/code/vertex.glsl
+++ b/src/shader/code/vertex.glsl
@@ -32,6 +32,14 @@ vec2 fluidVertexAtIndex(uint i) {
);
}
+bool isInactive(int material) {
+ return material == 0;
+}
+
+bool isWallFrontier(int material) {
+ return material == 2 || material == 3;
+}
+
void main() {
const vec2 idx = fluidVertexAtIndex(gl_VertexID);
@@ -42,13 +50,17 @@ void main() {
1.
);
- if ( VertexPosition.z < -1.0 ) {
+ 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 * VertexPosition.z * norm(VertexPosition.xy)
+ displayAmplifier * norm(VertexPosition.xy)
);
}
}