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Seele/res/shaders/fluid/AddSource.slang
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2026-04-15 16:56:19 +02:00

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import FluidGridData;
struct Params
{
// read-write: phi to add source to
FluidGridData<float> phi;
FluidGridData<float> density;
};
ParameterBlock<Params> params;
[shader("compute")]
[numthreads(32, 8, 1)]
void addSource(uint3 dispatchThreadID : SV_DispatchThreadID)
{
FluidGridData<float> phi = params.phi;
FluidGridData<float> density = params.density;
int x = dispatchThreadID.x + 1;
int y = dispatchThreadID.y + 1;
int z = dispatchThreadID.z + 1;
if(x >= gridParams.gridSize.x - 1 || y >= gridParams.gridSize.y - 1 || z >= gridParams.gridSize.z - 1) return;
// Add a spherical source and union it into the existing level set.
float3 center = float3(gridParams.gridSize) * 0.5f;
float radius = min(gridParams.gridSize.x, min(gridParams.gridSize.y, gridParams.gridSize.z)) * 0.25f;
float3 pos = float3(x, y, z);
float dist = length(pos - center);
float sourcePhi = dist - radius;
phi[x, y, z] = min(phi[x, y, z], sourcePhi);
if (sourcePhi < 0.0f)
{
density[x, y, z] += 0.5f;
density[x, y, z] = min(density[x, y, z], 1.0f);
}
}