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