From 89718b245b0246e08f9d0545a636e0cf89642a72 Mon Sep 17 00:00:00 2001 From: Adrian Kummerlaender Date: Wed, 27 Feb 2019 21:39:48 +0100 Subject: 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. --- src/shader/code/collide.glsl | 2 +- src/shader/code/vertex.glsl | 2 +- 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)); -- cgit v1.2.3