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authorAdrian Kummerlaender2018-12-19 21:05:58 +0100
committerAdrian Kummerlaender2018-12-19 21:05:58 +0100
commit762fb7fa5304a8e96757c091667d157f4a0bd311 (patch)
tree65500d44e715899f6d80547edfdb36a05b7b7683 /src/shader
parent8df8940bced82cad259bc8144aa3668871222d22 (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')
-rw-r--r--src/shader/code/collide.glsl14
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) {