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Dec 29th, 2016
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  1. struct PS_INPUT {
  2. float2 uv: TEXCOORD0;
  3. };
  4.  
  5. struct PS_OUTPUT {
  6. float4 color_0: SV_TARGET0;
  7. };
  8.  
  9. uniform sampler2D texture_pressure;
  10. uniform float2 texel_size;
  11.  
  12. float2 unpack_velocity(float4 data) {return float2(data.x + (data.y / 255.0), data.z + (data.w / 255.0));}
  13. float4 pack_velocity(float2 data) {return float4(floor(data.x * 255.0) / 255.0, frac(data.x * 255.0), floor(data.y * 255.0) / 255.0, frac(data.y * 255.0));}
  14. float unpack_pressure(float2 data) {return data.x + (data.y / 255.0);}
  15. float2 pack_pressure(float data) {return float2(floor(data * 255.0) / 255.0, frac(data * 255.0));}
  16.  
  17. void main(in PS_INPUT IN, out PS_OUTPUT OUT) {
  18. float velocity_range = 10.0;
  19. float pressure_range = 10.0;
  20.  
  21. float right = unpack_pressure(tex2D(texture_pressure, IN.uv + float2(texel_size.x, 0.0)).xy) * pressure_range;
  22. float left = unpack_pressure(tex2D(texture_pressure, IN.uv - float2(texel_size.x, 0.0)).xy) * pressure_range;
  23. float bottom = unpack_pressure(tex2D(texture_pressure, IN.uv + float2(0.0, texel_size.y)).xy) * pressure_range;
  24. float top = unpack_pressure(tex2D(texture_pressure, IN.uv - float2(0.0, texel_size.y)).xy) * pressure_range;
  25.  
  26. float2 gradient = 0.5 * float2(right - left, bottom - top);
  27.  
  28. float2 velocity = (unpack_velocity(tex2D(gm_BaseTexture, IN.uv)) - 128.0 / 255.0) * velocity_range;
  29.  
  30. velocity -= gradient;
  31.  
  32. OUT.color_0 = pack_velocity(saturate(velocity / velocity_range + 128.0 / 255.0));
  33. }
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