So many changes again
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@@ -14,18 +14,29 @@ void setBound(uint3 dispatchThreadID : SV_DispatchThreadID)
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{
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int b = params.b;
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FluidGridData<float> grid = params.grid;
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int x = dispatchThreadID.x + 1;
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int y = dispatchThreadID.y + 1;
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if(x >= gridSize.x - 1 || y >= gridSize.y - 1) return;
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grid[0, x, y] = b == 1 ? -grid[1, x, y] : grid[1, x, y];
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grid[gridSize.x - 1, x, y] = b == 1 ? -grid[gridSize.x - 2, x, y] : grid[gridSize.x - 2, x, y];
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grid[x, 0, y] = b == 2 ? -grid[x, 1, y] : grid[x, 1, y];
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grid[x, gridSize.y - 1, y] = b == 2 ? -grid[x, gridSize.y - 2, y] : grid[x, gridSize.y - 2, y];
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int i = dispatchThreadID.x + 1;
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int j = dispatchThreadID.y + 1;
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grid[x, y, 0] = b == 3 ? -grid[x, y, 1] : grid[x, y, 1];
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grid[x, y, gridSize.z - 1] = b == 3 ? -grid[x, y, gridSize.z - 2] : grid[x, y, gridSize.z - 2];
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// X-faces: indices range over (gridSize.y, gridSize.z)
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if(i < gridParams.gridSize.y - 1 && j < gridParams.gridSize.z - 1)
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{
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grid[0, i, j] = b == 1 ? -grid[1, i, j] : grid[1, i, j];
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grid[gridParams.gridSize.x - 1, i, j] = b == 1 ? -grid[gridParams.gridSize.x - 2, i, j] : grid[gridParams.gridSize.x - 2, i, j];
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}
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// Y-faces: indices range over (gridSize.x, gridSize.z)
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if(i < gridParams.gridSize.x - 1 && j < gridParams.gridSize.z - 1)
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{
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grid[i, 0, j] = b == 2 ? -grid[i, 1, j] : grid[i, 1, j];
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grid[i, gridParams.gridSize.y - 1, j] = b == 2 ? -grid[i, gridParams.gridSize.y - 2, j] : grid[i, gridParams.gridSize.y - 2, j];
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}
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// Z-faces: indices range over (gridSize.x, gridSize.y)
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if(i < gridParams.gridSize.x - 1 && j < gridParams.gridSize.y - 1)
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{
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grid[i, j, 0] = b == 3 ? -grid[i, j, 1] : grid[i, j, 1];
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grid[i, j, gridParams.gridSize.z - 1] = b == 3 ? -grid[i, j, gridParams.gridSize.z - 2] : grid[i, j, gridParams.gridSize.z - 2];
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}
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}
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[shader("compute")]
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@@ -34,22 +45,33 @@ void setBoundEdges(uint3 dispatchThreadID : SV_DispatchThreadID)
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{
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FluidGridData<float> grid = params.grid;
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int x = dispatchThreadID.x + 1;
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if(x >= gridSize.x - 1) return;
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grid[x, 0, 0] = 0.5f * (grid[x, 1, 0] + grid[x, 0, 1]);
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grid[x, gridSize.y - 1, 0] = 0.5f * (grid[x, gridSize.y - 2, 0] + grid[x, gridSize.y - 1, 1]);
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grid[x, 0, gridSize.z - 1] = 0.5f * (grid[x, 1, gridSize.z - 1] + grid[x, 0, gridSize.z - 2]);
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grid[x, gridSize.y - 1, gridSize.z - 1] = 0.5f * (grid[x, gridSize.y - 2, gridSize.z - 1] + grid[x, gridSize.y - 1, gridSize.z - 2]);
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// X-axis edges: x ranges [1, gridSize.x-2]
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if(x < gridParams.gridSize.x - 1)
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{
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grid[x, 0, 0] = 0.5f * (grid[x, 1, 0] + grid[x, 0, 1]);
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grid[x, gridParams.gridSize.y - 1, 0] = 0.5f * (grid[x, gridParams.gridSize.y - 2, 0] + grid[x, gridParams.gridSize.y - 1, 1]);
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grid[x, 0, gridParams.gridSize.z - 1] = 0.5f * (grid[x, 1, gridParams.gridSize.z - 1] + grid[x, 0, gridParams.gridSize.z - 2]);
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grid[x, gridParams.gridSize.y - 1, gridParams.gridSize.z - 1] = 0.5f * (grid[x, gridParams.gridSize.y - 2, gridParams.gridSize.z - 1] + grid[x, gridParams.gridSize.y - 1, gridParams.gridSize.z - 2]);
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}
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grid[0, x, 0] = 0.5f * (grid[1, x, 0] + grid[0, x, 1]);
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grid[0, x, gridSize.z - 1] = 0.5f * (grid[1, x, gridSize.z - 1] + grid[0, x, gridSize.z - 2]);
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grid[gridSize.x - 1, x, 0] = 0.5f * (grid[gridSize.x - 2, x, 0] + grid[gridSize.x - 1, x, 1]);
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grid[gridSize.x - 1, x, gridSize.z - 1] = 0.5f * (grid[gridSize.x - 2, x, gridSize.z - 1] + grid[gridSize.x - 1, x, gridSize.z - 2]);
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grid[0, 0, x] = 0.5f * (grid[1, 0, x] + grid[0, 1, x]);
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grid[0, gridSize.y - 1, x] = 0.5f * (grid[1, gridSize.y - 1, x] + grid[0, gridSize.y - 2, x]);
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grid[gridSize.x - 1, 0, x] = 0.5f * (grid[gridSize.x - 2, 0, x] + grid[gridSize.x - 1, 1, x]);
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grid[gridSize.x - 1, gridSize.y - 1, x] = 0.5f * (grid[gridSize.x - 2, gridSize.y - 1, x] + grid[gridSize.x - 1, gridSize.y - 2, x]);
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// Y-axis edges: x ranges [1, gridSize.y-2]
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if(x < gridParams.gridSize.y - 1)
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{
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grid[0, x, 0] = 0.5f * (grid[1, x, 0] + grid[0, x, 1]);
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grid[0, x, gridParams.gridSize.z - 1] = 0.5f * (grid[1, x, gridParams.gridSize.z - 1] + grid[0, x, gridParams.gridSize.z - 2]);
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grid[gridParams.gridSize.x - 1, x, 0] = 0.5f * (grid[gridParams.gridSize.x - 2, x, 0] + grid[gridParams.gridSize.x - 1, x, 1]);
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grid[gridParams.gridSize.x - 1, x, gridParams.gridSize.z - 1] = 0.5f * (grid[gridParams.gridSize.x - 2, x, gridParams.gridSize.z - 1] + grid[gridParams.gridSize.x - 1, x, gridParams.gridSize.z - 2]);
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}
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// Z-axis edges: x ranges [1, gridSize.z-2]
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if(x < gridParams.gridSize.z - 1)
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{
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grid[0, 0, x] = 0.5f * (grid[1, 0, x] + grid[0, 1, x]);
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grid[0, gridParams.gridSize.y - 1, x] = 0.5f * (grid[1, gridParams.gridSize.y - 1, x] + grid[0, gridParams.gridSize.y - 2, x]);
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grid[gridParams.gridSize.x - 1, 0, x] = 0.5f * (grid[gridParams.gridSize.x - 2, 0, x] + grid[gridParams.gridSize.x - 1, 1, x]);
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grid[gridParams.gridSize.x - 1, gridParams.gridSize.y - 1, x] = 0.5f * (grid[gridParams.gridSize.x - 2, gridParams.gridSize.y - 1, x] + grid[gridParams.gridSize.x - 1, gridParams.gridSize.y - 2, x]);
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}
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}
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[shader("compute")]
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@@ -59,13 +81,13 @@ void setBoundCorners(uint3 dispatchThreadID : SV_DispatchThreadID)
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FluidGridData<float> grid = params.grid;
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uint threadIdx = dispatchThreadID.x;
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uint x = ((threadIdx & 1) == 0) ? 0 : (gridSize.x - 1);
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uint y = ((threadIdx & 2) == 0) ? 0 : (gridSize.y - 1);
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uint z = ((threadIdx & 4) == 0) ? 0 : (gridSize.z - 1);
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uint x = ((threadIdx & 1) == 0) ? 0 : (gridParams.gridSize.x - 1);
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uint y = ((threadIdx & 2) == 0) ? 0 : (gridParams.gridSize.y - 1);
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uint z = ((threadIdx & 4) == 0) ? 0 : (gridParams.gridSize.z - 1);
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uint nx = (x == 0) ? 1 : (gridSize.x - 2);
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uint ny = (y == 0) ? 1 : (gridSize.y - 2);
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uint nz = (z == 0) ? 1 : (gridSize.z - 2);
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uint nx = (x == 0) ? 1 : (gridParams.gridSize.x - 2);
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uint ny = (y == 0) ? 1 : (gridParams.gridSize.y - 2);
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uint nz = (z == 0) ? 1 : (gridParams.gridSize.z - 2);
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grid[x, y, z] = 0.33f * (grid[nx, y, z] + grid[x, ny, z] + grid[x, y, nz]);
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grid[x, y, z] = (1.0f / 3.0f) * (grid[nx, y, z] + grid[x, ny, z] + grid[x, y, nz]);
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}
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