WaterFlowFlowMap Property |
Namespace: DigitalRune.Graphics
The RG channels stores horizontal flow direction. The B channel stores the flow speed. The water pixel shader will apply the flow map flow like this:
Given a flow map value f = (r, g, b), the 3D flow velocity is flowVelocity.xz = (f.rg * 2 - 1) * f.b * FlowMapSpeed. (The component flowVelocity.y is always 0.)
The FlowMap is also relative to the WaterNode; it is aligned with the local axes of the node. It fills the local AABB, and the map is always projected top-down.