diff options
Diffstat (limited to 'src/shader')
| -rw-r--r-- | src/shader/code/collide.glsl | 23 | 
1 files changed, 15 insertions, 8 deletions
| diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl index 2626c70..75bfd35 100644 --- a/src/shader/code/collide.glsl +++ b/src/shader/code/collide.glsl @@ -7,9 +7,10 @@ layout (std430, binding=1) buffer bufferCollide{ float collideCells[]; };  layout (std430, binding=2) buffer bufferStream{  float streamCells[]; };  layout (std430, binding=3) buffer bufferFluid{   float fluidCells[]; }; -uniform int mouseClicked; -uniform int mouseX; -uniform int mouseY; +/// external influence + +uniform int  mouseState; +uniform vec2 mousePos;  /// LBM constants @@ -97,6 +98,16 @@ vec2 velocity(uint x, uint y, float d) {  	);  } +/// Determine external influence + +float getExternalPressureInflux(uint x, uint y) { +	if ( mouseState == 1 && norm(vec2(x,y) - mousePos) < 4 ) { +		return 1.5; +	} else { +		return 0.0; +	} +} +  /// Actual collide kernel  void main() { @@ -107,11 +118,7 @@ void main() {  		return;  	} -	float d = density(x,y); -	if ( mouseClicked == 1 && abs(x - mouseX) < 3 && abs(y - mouseY) < 3 ) { -		d = 1.5; -	} - +	const float d = max(getExternalPressureInflux(x,y), density(x,y));  	const vec2  v = velocity(x,y,d);  	setFluid(x,y,v,d); | 
