psph_force.computeShader
- .metadata71 B
- README.md1.3 KB
- bindings.yaml2.8 KB
- shader.wgsl25.0 KB
README.md
psph_force
Preseed demo SPH pass 4/4: pressure/viscosity/cohesion forces, XSPH
smoothing, integration, and collision against the water stage — the oval
lake (elliptic coping wall and a water-surface plane that landed spray
rides on), the three-tier fountain island (round two-sided basin wall,
plinth, three scallop-rimmed dish shells, pedestal segments, finial stem),
and the plaza — plus a scripted sphere collider. Diffuses each particle's
liquid tint toward its neighbors' at an agitation-scaled rate (colMix),
so churning water blends the jet colors. A drain pump recycles all pooled
water back out of the nozzles with fresh tint: the crown
(crownW/jetV/crownSpread), sixteen articulated island rim nozzles
(ringW/ringMask/ringV/ringVy, leaning by
ringTilt*sin(ringPhase - k*ringStep) with a ringVyWave height wave), a
twenty-four-nozzle line array down the lake's long axis
(lineW/lineMask/lineVy/lineTilt/linePhase/lineStep/lineVyWave),
and eight tier jets (sideN/sideV/sideVy) — with pumpP/seed timing
the per-frame recycle, so the show runs continuously from a fixed particle
budget. Writes render positions and tints (offset/parallel to the part's
world center) into the rpos / rcol buffers.