diff options
Diffstat (limited to 'src/shader/code')
-rw-r--r-- | src/shader/code/collide.glsl | 6 | ||||
-rw-r--r-- | src/shader/code/fragment.glsl | 7 | ||||
-rw-r--r-- | src/shader/code/geometry.glsl | 37 | ||||
-rw-r--r-- | src/shader/code/vertex.glsl | 12 |
4 files changed, 55 insertions, 7 deletions
diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl index 90af535..936ca89 100644 --- a/src/shader/code/collide.glsl +++ b/src/shader/code/collide.glsl @@ -13,7 +13,7 @@ uniform uint nY; const uint q = 9; const float omega = 0.6; -const float velocityDisplayScalar = 500.; +const float displayAmplifier = 50.; float get(uint x, uint y, int i, int j) { return collideCells[q*nX*y + q*x + (i+1)*3 + j+1]; @@ -24,8 +24,8 @@ void set(uint x, uint y, int i, int j, float v) { } void setFluid(uint x, uint y, vec2 v, float d) { - fluidCells[3*nX*y + 3*x + 0] = float(x)-nX/2 + velocityDisplayScalar*v.x; - fluidCells[3*nX*y + 3*x + 1] = float(y)-nY/2 + velocityDisplayScalar*v.y; + fluidCells[3*nX*y + 3*x + 0] = float(x)-nX/2 + displayAmplifier*v.x; + fluidCells[3*nX*y + 3*x + 1] = float(y)-nY/2 + displayAmplifier*v.y; fluidCells[3*nX*y + 3*x + 2] = d; } diff --git a/src/shader/code/fragment.glsl b/src/shader/code/fragment.glsl index 37e18bd..a4121b8 100644 --- a/src/shader/code/fragment.glsl +++ b/src/shader/code/fragment.glsl @@ -1,5 +1,10 @@ static const std::string FRAGMENT_SHADER_CODE = R"( +#version 430 + +in vec3 color; +out vec4 FragColor; + void main() { - gl_FragColor = gl_Color; + FragColor = vec4(color.xyz, 0.0); } )"; diff --git a/src/shader/code/geometry.glsl b/src/shader/code/geometry.glsl new file mode 100644 index 0000000..6701b41 --- /dev/null +++ b/src/shader/code/geometry.glsl @@ -0,0 +1,37 @@ +static const std::string GEOMETRY_SHADER_CODE = R"( +#version 430 + +layout (points) in; +layout (triangle_strip, max_vertices=4) out; + +uniform mat4 MVP; + +in VS_OUT { + vec3 color; +} gs_in[]; + +out vec3 color; + +vec4 project(vec4 v) { + return MVP * v; +} + +void emitSquareAt(vec4 position) { + const float size = 0.2; + + gl_Position = project(position + vec4(-size, -size, 0.0, 0.0)); + EmitVertex(); + gl_Position = project(position + vec4( size, -size, 0.0, 0.0)); + EmitVertex(); + gl_Position = project(position + vec4(-size, size, 0.0, 0.0)); + EmitVertex(); + gl_Position = project(position + vec4( size, size, 0.0, 0.0)); + EmitVertex(); +} + +void main() { + color = gs_in[0].color; + emitSquareAt(gl_in[0].gl_Position); + EndPrimitive(); +} +)"; diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl index 0eccad4..0727708 100644 --- a/src/shader/code/vertex.glsl +++ b/src/shader/code/vertex.glsl @@ -1,8 +1,14 @@ static const std::string VERTEX_SHADER_CODE = R"( -uniform mat4 MVP; +#version 430 + +layout (location=0) in vec3 VertexPosition; + +out VS_OUT { + vec3 color; +} vs_out; void main() { - gl_Position = MVP * vec4(gl_Vertex.xy, 0.0, 1.0); - gl_FrontColor = gl_Vertex.z * vec4(1., 0., 0., 0.); + gl_Position = vec4(VertexPosition.xy, 0., 1.); + vs_out.color = vec3(VertexPosition.z, 0., 0.); } )"; |