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_fluid_quality; uniform int palette_factor; 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)); } vec2 fluidVertexAtIndex(uint i) { const float y = floor(float(i) / float(nX)); return vec2( i - nX*y, y ); } bool isInactive(int material) { return material == 0; } bool isWallFrontier(int material) { return material == 2 || material == 3; } float restrictedQuality(float quality) { if ( quality < 0.0 ) { return 0.0; } else { return min(1.0, quality / palette_factor); } } vec3 trafficLightPalette(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) ); } } 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_fluid_quality ) { vs_out.color = trafficLightPalette(restrictedQuality(VertexPosition.y)); } else { vs_out.color = mix( vec3(-0.5, 0.0, 1.0), vec3( 1.0, 0.0, 0.0), norm(VertexPosition.xy) / float(palette_factor) ); } } } )";