diff --git a/Unity_2018_Frozen/Assets/KinectOpticalFlow/ClearKinectBufferShader.compute b/Unity_2018_Frozen/Assets/KinectOpticalFlow/ApplyKinectFluidBufferShader.compute similarity index 94% rename from Unity_2018_Frozen/Assets/KinectOpticalFlow/ClearKinectBufferShader.compute rename to Unity_2018_Frozen/Assets/KinectOpticalFlow/ApplyKinectFluidBufferShader.compute index 140cc63..b91c69d 100644 --- a/Unity_2018_Frozen/Assets/KinectOpticalFlow/ClearKinectBufferShader.compute +++ b/Unity_2018_Frozen/Assets/KinectOpticalFlow/ApplyKinectFluidBufferShader.compute @@ -1,5 +1,4 @@ -// Each #kernel tells which function to compile; you can have many kernels -#pragma kernel CSMain +#pragma kernel CSMain #define NUM_THREADS 8 RWStructuredBuffer KinectGridBuffer; diff --git a/Unity_2018_Frozen/Assets/KinectOpticalFlow/ClearKinectBufferShader.compute.meta b/Unity_2018_Frozen/Assets/KinectOpticalFlow/ApplyKinectFluidBufferShader.compute.meta similarity index 100% rename from Unity_2018_Frozen/Assets/KinectOpticalFlow/ClearKinectBufferShader.compute.meta rename to Unity_2018_Frozen/Assets/KinectOpticalFlow/ApplyKinectFluidBufferShader.compute.meta diff --git a/Unity_2018_Frozen/Assets/KinectOpticalFlow/KinectOpticalFlow.cs b/Unity_2018_Frozen/Assets/KinectOpticalFlow/KinectOpticalFlow.cs index b4076a0..c188324 100644 --- a/Unity_2018_Frozen/Assets/KinectOpticalFlow/KinectOpticalFlow.cs +++ b/Unity_2018_Frozen/Assets/KinectOpticalFlow/KinectOpticalFlow.cs @@ -19,7 +19,7 @@ namespace UltraCombos [SerializeField] ComputeShader updateShader; [SerializeField] - ComputeShader clearShader; + ComputeShader applyShader; ComputeBuffer clear_grid_buffer_args_buffer = null; ComputeBuffer args_buffer = null; @@ -118,22 +118,22 @@ namespace UltraCombos clear_grid_buffer_args_buffer.SetData(args); #else Vector3Int dim = Vector3Int.FloorToInt(fluidSimulation.GridDim); - clear_grid_buffer_args_buffer = clearShader.CreateIndirectComputeArgsBuffer(dim.x, dim.y, dim.z); + clear_grid_buffer_args_buffer = applyShader.CreateIndirectComputeArgsBuffer(dim.x, dim.y, dim.z); #endif } { - clearShader.SetVector("FluidDim", fluidSimulation.GridDim); - clearShader.SetBuffer(0, "VelocityBuffer", fluidSimulation.VelocityBuffer); - clearShader.SetBuffer(0, "TemperatureBuffer", fluidSimulation.TemperatureBuffer); - clearShader.SetBuffer(0, "ObstacleBuffer", fluidSimulation.ObstacleBuffer); - clearShader.SetBuffer(0, "DensityBuffer", fluidSimulation.DensityBuffer); - clearShader.SetFloat("timeStep", Time.fixedDeltaTime); - clearShader.SetFloat("temperatureAmount", fluidSimulation.m_temperatureAmount); - clearShader.SetFloat("densityAmount", fluidSimulation.m_densityAmount); - clearShader.SetFloat("kinectAmount", kinectAmount); - clearShader.SetBuffer(0, "KinectGridBuffer", kinect_grid_buffer); - clearShader.DispatchIndirect(0, clear_grid_buffer_args_buffer); + applyShader.SetVector("FluidDim", fluidSimulation.GridDim); + applyShader.SetBuffer(0, "VelocityBuffer", fluidSimulation.VelocityBuffer); + applyShader.SetBuffer(0, "TemperatureBuffer", fluidSimulation.TemperatureBuffer); + applyShader.SetBuffer(0, "ObstacleBuffer", fluidSimulation.ObstacleBuffer); + applyShader.SetBuffer(0, "DensityBuffer", fluidSimulation.DensityBuffer); + applyShader.SetFloat("timeStep", Time.fixedDeltaTime); + applyShader.SetFloat("temperatureAmount", fluidSimulation.m_temperatureAmount); + applyShader.SetFloat("densityAmount", fluidSimulation.m_densityAmount); + applyShader.SetFloat("kinectAmount", kinectAmount); + applyShader.SetBuffer(0, "KinectGridBuffer", kinect_grid_buffer); + applyShader.DispatchIndirect(0, clear_grid_buffer_args_buffer); } }