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source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl
| uniform sampler3D velocityX; | uniform sampler3D velocityX; | ||||
| uniform sampler3D velocityY; | uniform sampler3D velocityY; | ||||
| uniform sampler3D velocityZ; | uniform sampler3D velocityZ; | ||||
| uniform float displaySize = 1.0; | uniform float displaySize = 1.0; | ||||
| uniform float slicePosition; | uniform float slicePosition; | ||||
| uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */ | uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */ | ||||
| /* SmokeDomainSettings.cell_size */ | /* FluidDomainSettings.cell_size */ | ||||
| uniform vec3 cellSize; | uniform vec3 cellSize; | ||||
| /* SmokeDomainSettings.p0 */ | /* FluidDomainSettings.p0 */ | ||||
| uniform vec3 domainOriginOffset; | uniform vec3 domainOriginOffset; | ||||
| /* SmokeDomainSettings.res_min */ | /* FluidDomainSettings.res_min */ | ||||
| uniform ivec3 adaptiveCellOffset; | uniform ivec3 adaptiveCellOffset; | ||||
| flat out vec4 finalColor; | flat out vec4 finalColor; | ||||
| const vec3 corners[4] = vec3[4](vec3(0.0, 0.2, -0.5), | const vec3 corners[4] = vec3[4](vec3(0.0, 0.2, -0.5), | ||||
| vec3(-0.2 * 0.866, -0.2 * 0.5, -0.5), | vec3(-0.2 * 0.866, -0.2 * 0.5, -0.5), | ||||
| vec3(0.2 * 0.866, -0.2 * 0.5, -0.5), | vec3(0.2 * 0.866, -0.2 * 0.5, -0.5), | ||||
| vec3(0.0, 0.0, 0.5)); | vec3(0.0, 0.0, 0.5)); | ||||
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