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#pragma kernel CSMain
#define NUM_THREADS 8
float4 _Size;
RWStructuredBuffer<float3> _Write;
StructuredBuffer<float> _Pressure, _Obstacles;
StructuredBuffer<float3> _Velocity;
[numthreads(NUM_THREADS,NUM_THREADS,NUM_THREADS)]
void CSMain (int3 id : SV_DispatchThreadID)
{
int idx = id.x + id.y*_Size.x + id.z*_Size.x*_Size.y;
if(_Obstacles[idx] > 0.1)
{
_Write[idx] = float3(0,0,0);
return;
}
int idxL = max(0, id.x-1) + id.y*_Size.x + id.z*_Size.x*_Size.y;
int idxR = min(_Size.x-1, id.x+1) + id.y*_Size.x + id.z*_Size.x*_Size.y;
int idxB = id.x + max(0, id.y-1)*_Size.x + id.z*_Size.x*_Size.y;
int idxT = id.x + min(_Size.y-1, id.y+1)*_Size.x + id.z*_Size.x*_Size.y;
int idxD = id.x + id.y*_Size.x + max(0, id.z-1)*_Size.x*_Size.y;
int idxU = id.x + id.y*_Size.x + min(_Size.z-1, id.z+1)*_Size.x*_Size.y;
float L = _Pressure[ idxL ];
float R = _Pressure[ idxR ];
float B = _Pressure[ idxB ];
float T = _Pressure[ idxT ];
float D = _Pressure[ idxD ];
float U = _Pressure[ idxU ];
float C = _Pressure[idx];
float3 mask = float3(1,1,1);
if(_Obstacles[idxL] > 0.1) { L = C; mask.x = 0; }
if(_Obstacles[idxR] > 0.1) { R = C; mask.x = 0; }
if(_Obstacles[idxB] > 0.1) { B = C; mask.y = 0; }
if(_Obstacles[idxT] > 0.1) { T = C; mask.y = 0; }
if(_Obstacles[idxD] > 0.1) { D = C; mask.z = 0; }
if(_Obstacles[idxU] > 0.1) { U = C; mask.z = 0; }
float3 v = _Velocity[idx] - float3( R - L, T - B, U - D ) * 0.5;
_Write[idx] = v * mask;
}