diff options
Diffstat (limited to 'src/shader/code')
| -rw-r--r-- | src/shader/code/collide.glsl | 2 | ||||
| -rw-r--r-- | src/shader/code/vertex.glsl | 12 | 
2 files changed, 11 insertions, 3 deletions
| diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl index cbddfa9..78d3936 100644 --- a/src/shader/code/collide.glsl +++ b/src/shader/code/collide.glsl @@ -68,7 +68,7 @@ void setFluid(uint x, uint y, vec2 v, float d) {  	const uint idx = indexOfFluidVertex(x, y);  	fluidCells[idx + 0] = v.x;  	fluidCells[idx + 1] = v.y; -	fluidCells[idx + 2] = norm(v); +	fluidCells[idx + 2] = d;  }  /// Moments diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl index e132e5f..1051d8f 100644 --- a/src/shader/code/vertex.glsl +++ b/src/shader/code/vertex.glsl @@ -10,12 +10,20 @@ out VS_OUT {  uniform uint nX;  uniform uint nY; -const float displayAmplifier = 10.0; +const float displayAmplifier = 5.0;  float unit(float x) {  	return 1.0/(1.0+exp(-x));  } +float sq(float x) { +	return x*x; +} + +float norm(vec2 v) { +	return sqrt(sq(v.x)+sq(v.y)); +} +  vec3 getColor(float x) {  	return x*vec3(1.0,0.0,0.0) + (1-x)*vec3(-0.5,0.0,1.0);  } @@ -39,6 +47,6 @@ void main() {  		1.  	); -	vs_out.color = getColor(unit(displayAmplifier * VertexPosition.z)); +	vs_out.color = getColor(unit(displayAmplifier * VertexPosition.z * norm(VertexPosition.xy)));  }  )"; | 
