📄 neighborforcecalc2.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..
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
tex t1
tex t2
; last element of neighbor force
; result can be negative
sub r0, t1, t0
; need to possibly subtract from previous result,
; this is why we need two force accumulation textures
; and cannot use additive blending to get away with using
; only a single force accumulation texture
; If you want to make one more than another
;add r0, r0, r0
;add r0, r0, t2
;add r0, r0, c1
add r0, r0, t2
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