import fluidsim; #pragma MSP stage(compute) void main() { ivec2 size = imageSize(surface_out); ivec2 coord = ivec2(gl_GlobalInvocationID.xy)+1; if(coord.x>=size.x-1 || coord.y>=size.y-1) return; vec4 data = get_data(coord); vec4 right_data = get_data(coord+ivec2(1, 0)); vec4 up_data = get_data(coord+ivec2(0, 1)); vec4 left_data = get_data(coord-ivec2(1, 0)); vec4 down_data = get_data(coord-ivec2(0, 1)); float ul_vx = texelFetch(velocity_in, coord+ivec2(-1, 1), 0).x; float left2_vx = texelFetch(velocity_in, coord-ivec2(2, 0), 0).x; vec2 dl_velocity = texelFetch(velocity_in, coord-ivec2(1, 1), 0).xy; float down2_vy = texelFetch(velocity_in, coord-ivec2(0, 2), 0).y; float dr_vy = texelFetch(velocity_in, coord+ivec2(1, -1), 0).y; float clamping = get_clamping(data.w, data.x, data.y, left_data.x, down_data.y); float right_cl = get_clamping(right_data.w, right_data.x, right_data.y, data.x, dr_vy); float up_cl = get_clamping(up_data.w, up_data.x, up_data.y, ul_vx, data.y); float left_cl = get_clamping(left_data.w, left_data.x, left_data.y, left2_vx, dl_velocity.y); float down_cl = get_clamping(down_data.w, down_data.x, down_data.y, dl_velocity.x, down2_vy); // Integration step: change surface level based on velocities float total_flow_out = data.x*mix(data.w*clamping, right_data.w*right_cl, data.x<0)+ data.y*mix(data.w*clamping, up_data.w*up_cl, data.y<0)- left_data.x*mix(data.w*clamping, left_data.w*left_cl, left_data.x>0)- down_data.y*mix(data.w*clamping, down_data.w*down_cl, down_data.y>0); float new_surface = data.z-total_flow_out*delta_time; imageStore(surface_out, coord, vec4(new_surface, 0.0, 0.0, 0.0)); }