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| author | Adrian Kummerlaender | 2018-12-19 21:05:58 +0100 | 
|---|---|---|
| committer | Adrian Kummerlaender | 2018-12-19 21:05:58 +0100 | 
| commit | 762fb7fa5304a8e96757c091667d157f4a0bd311 (patch) | |
| tree | 65500d44e715899f6d80547edfdb36a05b7b7683 /src/shader/code | |
| parent | 8df8940bced82cad259bc8144aa3668871222d22 (diff) | |
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Loopify density function
…seems to be correctly unrolled during compilation. Or at least no
performance impact is visible.
Diffstat (limited to 'src/shader/code')
| -rw-r--r-- | src/shader/code/collide.glsl | 14 | 
1 files changed, 5 insertions, 9 deletions
| diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl index 75bfd35..7b5534a 100644 --- a/src/shader/code/collide.glsl +++ b/src/shader/code/collide.glsl @@ -80,15 +80,11 @@ void setFluid(uint x, uint y, vec2 v, float d) {  float density(uint x, uint y) {  	const uint idx = indexOfLatticeCell(x, y); -	return collideCells[idx + 0] -	     + collideCells[idx + 1] -	     + collideCells[idx + 2] -	     + collideCells[idx + 3] -	     + collideCells[idx + 4] -	     + collideCells[idx + 5] -	     + collideCells[idx + 6] -	     + collideCells[idx + 7] -	     + collideCells[idx + 8]; +	float d = 0.; +	for ( int i = 0; i < q; ++i ) { +		d += collideCells[idx + i]; +	} +	return d;  }  vec2 velocity(uint x, uint y, float d) { | 
