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Dec 19th, 2014
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  1. #version 330
  2. //fragment shader output
  3. layout(location=0) out vec4 vFragColor;
  4.  
  5. //input from the vertex shader
  6. smooth in vec2 vUV; //current texture coordinates
  7.  
  8. //shader uniforms
  9. uniform sampler2D x0; //old density or velocity field
  10.  
  11. //determine texture size
  12. float sizeX = textureSize(x0, 0).x;
  13. float sizeY = textureSize(x0, 0).y;
  14. float stepX = 1.0/sizeX;
  15. float stepY = 1.0/sizeY;
  16.  
  17.  
  18. void main(void)
  19. {
  20. vec4 C = texture(x0, vUV);
  21. vec4 N = texture(x0, vUV + vec2( 0 , -stepY));
  22. vec4 S = texture(x0, vUV + vec2( 0 , stepY));
  23. vec4 W = texture(x0, vUV + vec2(-stepX, 0 ));
  24. vec4 E = texture(x0, vUV + vec2( stepX, 0 ));
  25.  
  26. vFragColor = -4*C + N + S + W + E;
  27. }
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