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authorAdrian Kummerlaender2019-02-27 21:39:48 +0100
committerAdrian Kummerlaender2019-02-27 21:39:59 +0100
commit89718b245b0246e08f9d0545a636e0cf89642a72 (patch)
treee30dce94b1941e47bab1cbc5987da81bee407e2b /src
parent72cc7c54d0feb842f4fe07ce55c50f50b706c2f0 (diff)
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Test density inflow condition
Seems to be more stable when drawing around. Not that all of this doesn't aim to be accurate in any real world sense.
Diffstat (limited to 'src')
-rw-r--r--src/shader/code/collide.glsl2
-rw-r--r--src/shader/code/vertex.glsl2
2 files changed, 2 insertions, 2 deletions
diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl
index 8755a3d..3bfd332 100644
--- a/src/shader/code/collide.glsl
+++ b/src/shader/code/collide.glsl
@@ -143,7 +143,7 @@ void main() {
if ( isBulkFluidCell(material) ) {
if ( isInflowCell(material) ) {
- v = vec2(min(float(iT)*0.2/2000.0, 0.2), 0.0);
+ d = min(1.0+float(iT)*0.2/1000.0, 1.2);
}
if ( isOutflowCell(material) ) {
d = 1.0;
diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl
index 67a5d80..676b68e 100644
--- a/src/shader/code/vertex.glsl
+++ b/src/shader/code/vertex.glsl
@@ -10,7 +10,7 @@ out VS_OUT {
uniform uint nX;
uniform uint nY;
-const float displayAmplifier = 4.0;
+const float displayAmplifier = 3.0;
float unit(float x) {
return 1.0/(1.0+exp(-x));