mirror of
https://github.com/PavelDoGreat/WebGL-Fluid-Simulation.git
synced 2025-10-04 09:51:38 +02:00
remove texture binding in update
This commit is contained in:
99
script.js
99
script.js
@@ -55,11 +55,14 @@ function compileShader (type, source) {
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return shader;
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};
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function createFBO (width, height) {
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let texId = -1;
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function createFBO (width, height, type) {
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texId++;
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gl.activeTexture(gl.TEXTURE0 + texId);
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var texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, type);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, type);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.FLOAT, null);
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@@ -71,12 +74,12 @@ function createFBO (width, height) {
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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return [texture, fbo];
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return [texture, fbo, texId];
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}
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function createDoubleFBO (width, height) {
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let fbo1 = createFBO(width, height);
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let fbo2 = createFBO(width, height);
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function createDoubleFBO (width, height, type) {
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let fbo1 = createFBO(width, height, type);
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let fbo2 = createFBO(width, height, type);
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return {
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get first () {
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@@ -113,11 +116,11 @@ function clear (target) {
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gl.clear(gl.COLOR_BUFFER_BIT);
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}
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let density = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
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let velocity = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
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let divergence = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
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let pressure = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
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let gradientSubtract = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT);
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let density = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.LINEAR);
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let velocity = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.NEAREST);
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let divergence = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.NEAREST);
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let pressure = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.NEAREST);
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let gradientSubtract = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT, gl.NEAREST);
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const baseVertexShader = compileShader(gl.VERTEX_SHADER, `
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attribute vec2 aPosition;
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@@ -160,8 +163,12 @@ const initDensityShader = compileShader(gl.FRAGMENT_SHADER, `
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varying vec2 vUv;
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void main () {
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float d = mod(floor(vUv.x * 10.0) + floor(vUv.y * 10.0), 2.0);
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gl_FragColor = vec4(vec3(d), 1.0);
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//float d = mod(floor(vUv.x * 10.0) + floor(vUv.y * 10.0), 2.0);
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vec2 p = vec2(0.5, 0.2);
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float d = length(vUv - p);
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float radius = 0.1;
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float c = smoothstep(radius - .01, radius + .01, d);
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gl_FragColor = vec4(vec3(c * 1000.0), 1.0);
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}
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`);
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@@ -188,8 +195,8 @@ const advectionShader = compileShader(gl.FRAGMENT_SHADER, `
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void main () {
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vec2 velocity = texture2D(uVelocity, vUv).xy;
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vec2 back_pos = vUv - dt * rdx * velocity * wh_inv;
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gl_FragColor = dissipation * texture2D(uSource, back_pos);
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vec2 coord = vUv - dt * rdx * velocity * wh_inv;
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gl_FragColor = dissipation * texture2D(uSource, coord);
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gl_FragColor.a = 1.0;
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}
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`);
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@@ -208,7 +215,7 @@ const divergenceShader = compileShader(gl.FRAGMENT_SHADER, `
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vec2 R = texture2D(uVelocity, vUv + vec2(wh_inv.x, 0.0)).xy;
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vec2 L = texture2D(uVelocity, vUv - vec2(wh_inv.x, 0.0)).xy;
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//vec2 C = texture2D(uVelocity, vUv).xy;
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float div = halfrdx * ((R.x - L.x) + (T.y - B.y));
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float div = halfrdx * (R.x - L.x + T.y - B.y);
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gl_FragColor = vec4(div, 0.0, 0.0, 1.0);
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}
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`);
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@@ -230,7 +237,6 @@ const pressureShader = compileShader(gl.FRAGMENT_SHADER, `
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float divergence = texture2D(uDivergence, vUv).x;
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float pressure = (L + R + B + T + alpha * divergence) * .25;
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gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);
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}
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`);
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@@ -251,9 +257,9 @@ const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, `
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float L = texture2D(uPressure, vUv - vec2(wh_inv.x, 0.0)).x;
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vec2 velocity = texture2D(uVelocity, vUv).xy;
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vec2 result = velocity - halfrdx * vec2(R - L, T - B);
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velocity.xy -= halfrdx * vec2(R - L, T - B);
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gl_FragColor = vec4(result, 0.0, 1.0);
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gl_FragColor = vec4(velocity, 0.0, 1.0);
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}
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`);
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@@ -272,7 +278,7 @@ let pointer = {
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y: 0
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}
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gl.bindTexture(gl.TEXTURE_2D, null);
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// gl.bindTexture(gl.TEXTURE_2D, null);
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initDensityProgram.bind();
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blit(density.first[1]);
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initVelocityProgram.bind();
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@@ -284,15 +290,11 @@ function Update () {
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resizeCanvas();
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gl.viewport(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT);
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gl.activeTexture(gl.TEXTURE0 + 0);
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gl.bindTexture(gl.TEXTURE_2D, velocity.first[0]);
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gl.activeTexture(gl.TEXTURE0 + 1);
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gl.bindTexture(gl.TEXTURE_2D, density.first[0]);
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// advect density
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advectionProgram.bind();
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gl.uniform1i(advectionProgram.uniforms.uVelocity, 0);
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gl.uniform1i(advectionProgram.uniforms.uSource, 1);
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gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]);
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gl.uniform1i(advectionProgram.uniforms.uSource, density.first[2]);
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gl.uniform2f(advectionProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
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gl.uniform1f(advectionProgram.uniforms.dt, 1.0);
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gl.uniform1f(advectionProgram.uniforms.rdx, 1 / CELL_SIZE);
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@@ -300,10 +302,8 @@ function Update () {
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blit(density.second[1]);
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// calculate divergence
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gl.activeTexture(gl.TEXTURE0 + 0);
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gl.bindTexture(gl.TEXTURE_2D, velocity.first[0]);
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divergenceProgram.bind();
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gl.uniform1i(divergenceProgram.uniforms.uVelocity, 0);
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gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.first[2]);
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gl.uniform2f(divergenceProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
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gl.uniform1f(divergenceProgram.uniforms.halfrdx, 0.5 * (1 / CELL_SIZE));
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blit(divergence[1]);
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@@ -311,42 +311,47 @@ function Update () {
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// pressure
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clear(pressure.first[1]);
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clear(pressure.second[1]);
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gl.activeTexture(gl.TEXTURE0 + 0);
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gl.bindTexture(gl.TEXTURE_2D, divergence[0]);
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pressureProgram.bind();
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gl.uniform1i(pressureProgram.uniforms.uPressure, 1);
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gl.uniform1i(pressureProgram.uniforms.uDivergence, 0);
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gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]);
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gl.uniform2f(pressureProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
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gl.uniform1f(pressureProgram.uniforms.alpha, -CELL_SIZE * CELL_SIZE);
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for (let i = 0; i < 10; i++) {
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gl.activeTexture(gl.TEXTURE0 + 1);
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gl.bindTexture(gl.TEXTURE_2D, pressure.first[0]);
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for (let i = 0; i < 1; i++) {
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gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.first[2]);
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blit(pressure.second[1]);
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pressure.swap();
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}
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// subtract gradient
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gl.activeTexture(gl.TEXTURE0 + 0);
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gl.bindTexture(gl.TEXTURE_2D, pressure.second[0]);
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gl.activeTexture(gl.TEXTURE0 + 1);
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gl.bindTexture(gl.TEXTURE_2D, velocity.first[0]);
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// gl.activeTexture(gl.TEXTURE0 + 0);
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// gl.bindTexture(gl.TEXTURE_2D, pressure.second[0]);
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// gl.activeTexture(gl.TEXTURE0 + 1);
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// gl.bindTexture(gl.TEXTURE_2D, velocity.first[0]);
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gradienSubtractProgram.bind();
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gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, 0);
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gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, 1);
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gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.first[2]);
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gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.first[2]);
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gl.uniform2f(gradienSubtractProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
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gl.uniform1f(gradienSubtractProgram.uniforms.halfrdx, 0.5 * (1 / CELL_SIZE));
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blit(velocity.second[1]);
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// advect velocity
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gl.activeTexture(gl.TEXTURE0 + 1);
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gl.bindTexture(gl.TEXTURE_2D, velocity.second[0]);
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// gl.activeTexture(gl.TEXTURE0 + 1);
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// gl.bindTexture(gl.TEXTURE_2D, velocity.second[0]);
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// blit(velocity.first[1]);
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advectionProgram.bind();
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gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.second[2]);
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gl.uniform1i(advectionProgram.uniforms.uSource, velocity.second[2]);
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gl.uniform2f(advectionProgram.uniforms.wh_inv, 1.0 / TEXTURE_WIDTH, 1.0 / TEXTURE_HEIGHT);
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gl.uniform1f(advectionProgram.uniforms.dt, 1.0);
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gl.uniform1f(advectionProgram.uniforms.rdx, 1 / CELL_SIZE);
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gl.uniform1f(advectionProgram.uniforms.dissipation, 1.0);
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blit(velocity.first[1]);
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// display result
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gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
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gl.activeTexture(gl.TEXTURE0 + 0);
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gl.bindTexture(gl.TEXTURE_2D, density.first[0]);
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// gl.activeTexture(gl.TEXTURE0 + 0);
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// gl.bindTexture(gl.TEXTURE_2D, density.first[0]);
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displayProgram.bind();
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gl.uniform1i(displayProgram.uniforms.uTexture, density.first[2]);
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blit(null);
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density.swap();
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