static const std::string VERTEX_SHADER_CODE = R"( #version 430 layout (location=0) in vec3 VertexPosition; out VS_OUT { vec3 color; } vs_out; uniform uint nX; uniform uint nY; uniform bool show_quality; uniform bool show_curl; uniform int palette_factor; /// Vector utilities float sq(float x) { return x*x; } float norm(vec2 v) { return sqrt(sq(v.x)+sq(v.y)); } /// Array indexing vec2 fluidVertexAtIndex(uint i) { const float y = floor(float(i) / float(nX)); return vec2( i - nX*y, y ); } /// Material number meaning bool isInactive(int material) { return material == 0; } bool isWallFrontier(int material) { return material == 2 || material == 3; } /// Data restriction float restrictedQuality(float quality) { if ( quality < 0.0 ) { return 0.0; } else { return min(1.0, quality / palette_factor); } } float restrictedCurl(float curl) { if ( abs(curl) < 1.0 ) { return 0.5; } else { return 0.5 + 0.5*min(1.0, curl / sq(palette_factor)); } } /// Color palettes vec3 greenYellowRedPalette(float x) { if ( x < 0.5 ) { return mix( vec3(0.0, 1.0, 0.0), vec3(1.0, 1.0, 0.0), 2*x ); } else { return mix( vec3(1.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0), 2*(x - 0.5) ); } } vec3 blueBlackRedPalette(float x) { if ( x < 0.5 ) { return mix( vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, 0.0), 2*x ); } else { return mix( vec3(0.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), 2*(x - 0.5) ); } } vec3 blackGoldPalette(float x) { return mix( vec3(0.0, 0.0, 0.0), vec3(0.5, 0.35, 0.05), x ); } vec3 blueRedPalette(float x) { return mix( vec3(0.0, 0.0, 1.0), vec3(1.0, 0.0, 0.0), x ); } /// Actual vertex shader void main() { const vec2 idx = fluidVertexAtIndex(gl_VertexID); gl_Position = vec4( idx.x - nX/2, idx.y - nY/2, 0., 1. ); const int material = int(round(VertexPosition.z)); if ( isInactive(material) ) { vs_out.color = vec3(0.5, 0.5, 0.5); } else if ( isWallFrontier(material) ) { vs_out.color = vec3(0.0, 0.0, 0.0); } else { if ( show_quality ) { vs_out.color = greenYellowRedPalette( restrictedQuality(VertexPosition.y) ); } else if ( show_curl ) { vs_out.color = blueBlackRedPalette( restrictedCurl(VertexPosition.x) ); } else { vs_out.color = blueRedPalette( norm(VertexPosition.xy) / palette_factor ); } } } )";