📄 applyforceshader.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 = velocity field
; t1 = forces
; or
; t0 = height & t1 = velocity
def c7, 0.33333, 0.33333, 0.33333, 1.0
tex t0 // prev vel
tex t1 // force texture - sample at offset of 0,0
; Bias the force back to 0 = 0.0 and negative = negative.
; Too bad we can't store signed values in the velocity and
; force textures!
mov r0, t1_bias
//mul r0, c7, t1_bias
//mad r0, c7, t2_bias, r0
//mad r0, c7, t3_bias, r0
; add force * scale and output
mad r0, r0, c[PCN_MULTFACTOR_1], t0
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