uniform sampler2D bottom;
layout(r32f) uniform image2D surface_out;
layout(rg32f) uniform image2D velocity_out;
-layout(r32f) uniform image2D clamping_out;
void main()
{
float surface = max(texelFetch(bottom, coord, 0).x, 0.0);
imageStore(surface_out, coord, vec4(surface, 0.0, 0.0, 0.0));
imageStore(velocity_out, coord, vec4(0.0));
- imageStore(clamping_out, coord, vec4(0.0));
}