ADD: cloud
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226
shaders/cloud_voxel_advect.comp
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226
shaders/cloud_voxel_advect.comp
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#version 450
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// Simple voxel advection + noise injection for volumetric clouds.
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// This is not a full fluid sim, but provides "fluid-like" evolving density in a voxel grid.
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
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layout(std430, set = 0, binding = 0) readonly buffer DensityIn
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{
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float density[];
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} vox_in;
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layout(std430, set = 0, binding = 1) buffer DensityOut
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{
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float density[];
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} vox_out;
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layout(push_constant) uniform Push
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{
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vec4 wind_dt; // xyz windVelocityLocal (units/sec), w dt_sec
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vec4 volume_size_time; // xyz volume size (units), w time_sec
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vec4 sim_params; // x dissipation (1/sec), y noiseStrength, z noiseScale, w noiseSpeed
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vec4 emitter_params; // xyz emitterUVW, w emitterRadius
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ivec4 misc; // x gridResolution, y volumeType (0=cloud,1=smoke,2=flame)
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} pc;
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uint hash_u32(uint x)
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{
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x ^= x >> 16;
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x *= 0x7feb352du;
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x ^= x >> 15;
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x *= 0x846ca68bu;
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x ^= x >> 16;
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return x;
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}
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float hash3_to_unit_float(ivec3 p)
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{
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uint h = 0u;
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h ^= hash_u32(uint(p.x) * 73856093u);
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h ^= hash_u32(uint(p.y) * 19349663u);
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h ^= hash_u32(uint(p.z) * 83492791u);
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return float(h & 0x00FFFFFFu) / float(0x01000000u);
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}
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float smoothstep01(float x)
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{
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x = clamp(x, 0.0, 1.0);
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return x * x * (3.0 - 2.0 * x);
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}
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float value_noise3(vec3 p)
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{
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ivec3 i0 = ivec3(floor(p));
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ivec3 i1 = i0 + ivec3(1);
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vec3 f = fract(p);
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f = vec3(smoothstep01(f.x), smoothstep01(f.y), smoothstep01(f.z));
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float c000 = hash3_to_unit_float(ivec3(i0.x, i0.y, i0.z));
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float c100 = hash3_to_unit_float(ivec3(i1.x, i0.y, i0.z));
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float c010 = hash3_to_unit_float(ivec3(i0.x, i1.y, i0.z));
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float c110 = hash3_to_unit_float(ivec3(i1.x, i1.y, i0.z));
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float c001 = hash3_to_unit_float(ivec3(i0.x, i0.y, i1.z));
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float c101 = hash3_to_unit_float(ivec3(i1.x, i0.y, i1.z));
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float c011 = hash3_to_unit_float(ivec3(i0.x, i1.y, i1.z));
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float c111 = hash3_to_unit_float(ivec3(i1.x, i1.y, i1.z));
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float x00 = mix(c000, c100, f.x);
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float x10 = mix(c010, c110, f.x);
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float x01 = mix(c001, c101, f.x);
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float x11 = mix(c011, c111, f.x);
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float y0 = mix(x00, x10, f.y);
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float y1 = mix(x01, x11, f.y);
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return mix(y0, y1, f.z);
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}
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float fbm3(vec3 p)
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{
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float sum = 0.0;
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float amp = 0.55;
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float freq = 1.0;
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for (int i = 0; i < 4; ++i)
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{
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sum += amp * value_noise3(p * freq);
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freq *= 2.02;
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amp *= 0.5;
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}
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return clamp(sum, 0.0, 1.0);
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}
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int idx3(ivec3 c, int res)
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{
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return c.x + c.y * res + c.z * res * res;
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}
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float sample_density_trilinear(vec3 uvw, int res)
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{
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uvw = clamp(uvw, vec3(0.0), vec3(1.0));
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float fres = float(res);
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vec3 g = uvw * (fres - 1.0);
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ivec3 base = ivec3(floor(g));
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base = clamp(base, ivec3(0), ivec3(res - 1));
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vec3 f = fract(g);
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ivec3 b1 = min(base + ivec3(1), ivec3(res - 1));
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float d000 = vox_in.density[idx3(ivec3(base.x, base.y, base.z), res)];
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float d100 = vox_in.density[idx3(ivec3(b1.x, base.y, base.z), res)];
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float d010 = vox_in.density[idx3(ivec3(base.x, b1.y, base.z), res)];
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float d110 = vox_in.density[idx3(ivec3(b1.x, b1.y, base.z), res)];
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float d001 = vox_in.density[idx3(ivec3(base.x, base.y, b1.z), res)];
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float d101 = vox_in.density[idx3(ivec3(b1.x, base.y, b1.z), res)];
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float d011 = vox_in.density[idx3(ivec3(base.x, b1.y, b1.z), res)];
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float d111 = vox_in.density[idx3(ivec3(b1.x, b1.y, b1.z), res)];
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float x00 = mix(d000, d100, f.x);
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float x10 = mix(d010, d110, f.x);
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float x01 = mix(d001, d101, f.x);
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float x11 = mix(d011, d111, f.x);
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float y0 = mix(x00, x10, f.y);
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float y1 = mix(x01, x11, f.y);
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return mix(y0, y1, f.z);
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}
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void main()
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{
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int res = max(pc.misc.x, 1);
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int vol_type = pc.misc.y;
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ivec3 c = ivec3(gl_GlobalInvocationID.xyz);
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if (c.x >= res || c.y >= res || c.z >= res)
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{
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return;
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}
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// Voxel center in [0,1].
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vec3 uvw = (vec3(c) + vec3(0.5)) / float(res);
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float dt = max(pc.wind_dt.w, 0.0);
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vec3 volSize = max(pc.volume_size_time.xyz, vec3(0.001));
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vec3 wind_uv = pc.wind_dt.xyz / volSize; // normalized per-second
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// Semi-Lagrangian advection: backtrace.
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vec3 back = uvw - wind_uv * dt;
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if (vol_type == 0)
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{
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back.xz = fract(back.xz); // wrap XZ for continuous motion (clouds)
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back.y = clamp(back.y, 0.0, 1.0); // clamp Y
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}
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else
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{
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back = clamp(back, vec3(0.0), vec3(1.0)); // clamp for localized effects (smoke/flame)
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}
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float advected = sample_density_trilinear(back, res);
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// Dissipation.
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float dissipation = max(pc.sim_params.x, 0.0);
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advected *= exp(-dissipation * dt);
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// Inject new density from procedural noise to keep volume evolving.
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float time = pc.volume_size_time.w;
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float noise_scale = max(pc.sim_params.z, 0.001);
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float noise_speed = pc.sim_params.w;
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float n = fbm3(uvw * noise_scale + vec3(0.0, time * noise_speed, 0.0));
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float injected = 0.0;
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if (vol_type == 0)
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{
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// Clouds: broad slab with continuous XZ wrapping.
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injected = smoothstep(0.55, 0.80, n);
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// Height shaping (keep density within a slab).
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float low = smoothstep(0.00, 0.18, uvw.y);
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float high = 1.0 - smoothstep(0.78, 1.00, uvw.y);
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injected *= clamp(low * high, 0.0, 1.0);
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}
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else
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{
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// Smoke/flame: inject near an emitter in UVW space.
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vec3 e = clamp(pc.emitter_params.xyz, vec3(0.0), vec3(1.0));
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float r = max(pc.emitter_params.w, 1e-4);
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vec3 dpos = uvw - e;
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dpos.y *= 1.5; // squash vertically for a more column-like source
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float dist = length(dpos);
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float shape = 1.0 - smoothstep(r, r * 1.25, dist);
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if (vol_type == 1)
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{
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// Smoke: softer noise threshold.
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injected = smoothstep(0.45, 0.75, n) * shape;
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}
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else
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{
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// Flame: spikier + stronger flicker.
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float f = smoothstep(0.35, 0.90, n);
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injected = (f * f) * shape;
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}
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}
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float rate = clamp(pc.sim_params.y * dt, 0.0, 1.0);
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float out_d = advected;
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if (vol_type == 2)
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{
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// Flames flicker: blend toward injected field (avoid accumulating a "fog").
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out_d = mix(advected, injected, rate);
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}
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else
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{
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out_d = mix(advected, max(advected, injected), rate);
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}
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out_d = clamp(out_d, 0.0, 1.0);
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vox_out.density[idx3(c, res)] = out_d;
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}
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