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README.md

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@@ -2,4 +2,6 @@ Simple 3D fluid simulation done purely in OpenGL by ping-ponging a layered frame
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At every frame, a deep shadow map is regenerated and a fragment shader performs raycasts against the 3D texture.
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This code has been tested on CentOS 6 and RHEL 6, using a decent NVIDIA card and driver. I probably won't have time to help you if you send me "it won't build on my platform" questions, but please feel free to fork and make pull requests.
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You can re-use this code in any way, but I'd like you to give me attribution. ([CC BY 3.0](http://creativecommons.org/licenses/by/3.0/))

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