📄 apply_force.cg
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#include "sph.cg"
void main(float index : TEXCOORD0,
uniform samplerRECT attr_rect : TEXUNIT0,
uniform float timestep,
out float3 result : COLOR)
{
float3 vel = f3texRECT(attr_rect, float2(index, GPU_ATTR_VEL));
float3 acc = f3texRECT(attr_rect, float2(index, GPU_ATTR_ACC));
//float3 exacc = f3texRECT(attr_rect, float2(index, GPU_ATTR_EXACC));
float3 gravity = float3(0.0, 0.0, -9.8);
result = vel + timestep*(acc + gravity - 1.1f*vel);
}
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