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authorAdrian Kummerlaender2019-04-16 23:14:06 +0200
committerAdrian Kummerlaender2019-04-16 23:14:06 +0200
commite40114aad7fb5665c97c1b048515f0443cda5700 (patch)
treede2378756b1c2a6833c5e4a5bbcca9fa57f44b5d /src/shader/code/vertex.glsl
parentfc02e4c5f8c8bbb014449dc27d7b69992ad6043f (diff)
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Add flag to toggle fluid quality display
e.g. check out `./compustream --size 512 128 --open --lups 300 --quality`
Diffstat (limited to 'src/shader/code/vertex.glsl')
-rw-r--r--src/shader/code/vertex.glsl20
1 files changed, 15 insertions, 5 deletions
diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl
index 7851292..8958600 100644
--- a/src/shader/code/vertex.glsl
+++ b/src/shader/code/vertex.glsl
@@ -10,6 +10,8 @@ out VS_OUT {
uniform uint nX;
uniform uint nY;
+uniform bool fluidQuality;
+
const float velocityDisplayAmplifier = 3.0;
const int qualityDisplayRestrictor = 6;
@@ -66,11 +68,19 @@ void main() {
} else if ( isWallFrontier(material) ) {
vs_out.color = vec3(0.0, 0.0, 0.0);
} else {
- vs_out.color = mix(
- vec3(0.0, 1.0, 0.0),
- vec3(1.0, 0.0, 0.0),
- restrictedQuality(VertexPosition.y)
- );
+ if ( fluidQuality ) {
+ vs_out.color = mix(
+ vec3(0.0, 1.0, 0.0),
+ vec3(1.0, 0.0, 0.0),
+ restrictedQuality(VertexPosition.y)
+ );
+ } else {
+ vs_out.color = mix(
+ vec3(-0.5, 0.0, 1.0),
+ vec3( 1.0, 0.0, 0.0),
+ velocityDisplayAmplifier * norm(VertexPosition.xy)
+ );
+ }
}
}
)";