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Running
| precision highp float; | |
| varying highp vec2 vUv; | |
| varying highp vec2 vL; | |
| varying highp vec2 vR; | |
| varying highp vec2 vT; | |
| varying highp vec2 vB; | |
| uniform sampler2D uPressure; | |
| uniform sampler2D uDivergence; | |
| void main() { | |
| float L = texture2D(uPressure, vL).x; | |
| float R = texture2D(uPressure, vR).x; | |
| float T = texture2D(uPressure, vT).x; | |
| float B = texture2D(uPressure, vB).x; | |
| float C = texture2D(uPressure, vUv).x; | |
| float divergence = texture2D(uDivergence, vUv).x; | |
| float pressure = (L + R + B + T - divergence) * 0.25; | |
| gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0); | |
| } | |