📄 neighborforcecalc2_x2.nvp
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/* ****************************************
2nd step of force calc for render-to-texture
water simulation.
Adds the 4th & final neighbor point to the
force calc..
** This tweaked version multiplies the height
difference by 2 so that waves are pulled
toward that point. **
Bias and scale the values so 0 force is 0.5,
full negative force is 0.0, and full pos is
1.0
******************************************* */
#include "PixelConstants.h"
; Declare pixel shader version
ps.1.1
; t0 = center
; t1 = 2nd axis final point
; t2 = previous partial result texture
def c1, -0.5, -0.5, -0.5, 1.0
; get colors from all 4 texture stages
tex t0 // Center texel
tex t1 // 2nd axis neighbor point
tex t2 // previous partial force amount
// Result from t1 - t0 is added to this t2
// partial result & output
; last element of neighbor force
; result can be negative
sub_x2 r0, t1, t0
; We need to possibly subtract from previous result.
; Our textures don't hold signed values, so we have to
; use two force accumulations textures with additive
; blending.
; If you want to further increase the magnitude of the
; force in this direction, uncomment some of these lines
;add r0, r0, r0
;add r0, r0, t2
;add r0, r0, c1
add r0, r0, t2
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