dawn-cmake/test/samples/compute_boids.wgsl.expected...

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struct tint_symbol_1 {
float2 a_particlePos : TEXCOORD0;
float2 a_particleVel : TEXCOORD1;
float2 a_pos : TEXCOORD2;
};
struct tint_symbol_2 {
float4 value : SV_Position;
};
tint_symbol_2 vert_main(tint_symbol_1 tint_symbol) {
const float2 a_particlePos = tint_symbol.a_particlePos;
const float2 a_particleVel = tint_symbol.a_particleVel;
const float2 a_pos = tint_symbol.a_pos;
float angle = -(atan2(a_particleVel.x, a_particleVel.y));
float2 pos = float2(((a_pos.x * cos(angle)) - (a_pos.y * sin(angle))), ((a_pos.x * sin(angle)) + (a_pos.y * cos(angle))));
const tint_symbol_2 tint_symbol_9 = {float4((pos + a_particlePos), 0.0f, 1.0f)};
return tint_symbol_9;
}
struct tint_symbol_3 {
float4 value : SV_Target0;
};
tint_symbol_3 frag_main() {
const tint_symbol_3 tint_symbol_10 = {float4(1.0f, 1.0f, 1.0f, 1.0f)};
return tint_symbol_10;
}
cbuffer cbuffer_params : register(b0, space0) {
uint4 params[2];
};
RWByteAddressBuffer particlesA : register(u1, space0);
RWByteAddressBuffer particlesB : register(u2, space0);
struct tint_symbol_5 {
uint3 gl_GlobalInvocationID : SV_DispatchThreadID;
};
[numthreads(1, 1, 1)]
void comp_main(tint_symbol_5 tint_symbol_4) {
const uint3 gl_GlobalInvocationID = tint_symbol_4.gl_GlobalInvocationID;
uint index = gl_GlobalInvocationID.x;
if ((index >= 5u)) {
return;
}
float2 vPos = asfloat(particlesA.Load2((16u * index)));
float2 vVel = asfloat(particlesA.Load2(((16u * index) + 8u)));
float2 cMass = float2(0.0f, 0.0f);
float2 cVel = float2(0.0f, 0.0f);
float2 colVel = float2(0.0f, 0.0f);
int cMassCount = 0;
int cVelCount = 0;
float2 pos = float2(0.0f, 0.0f);
float2 vel = float2(0.0f, 0.0f);
{
uint i = 0u;
while (true) {
if (!((i < 5u))) {
break;
}
if ((i == index)) {
{
i = (i + 1u);
}
continue;
}
pos = asfloat(particlesA.Load2((16u * i))).xy;
vel = asfloat(particlesA.Load2(((16u * i) + 8u))).xy;
const uint scalar_offset = (4u) / 4;
if ((distance(pos, vPos) < asfloat(params[scalar_offset / 4][scalar_offset % 4]))) {
cMass = (cMass + pos);
cMassCount = (cMassCount + 1);
}
const uint scalar_offset_1 = (8u) / 4;
if ((distance(pos, vPos) < asfloat(params[scalar_offset_1 / 4][scalar_offset_1 % 4]))) {
colVel = (colVel - (pos - vPos));
}
const uint scalar_offset_2 = (12u) / 4;
if ((distance(pos, vPos) < asfloat(params[scalar_offset_2 / 4][scalar_offset_2 % 4]))) {
cVel = (cVel + vel);
cVelCount = (cVelCount + 1);
}
{
i = (i + 1u);
}
}
}
if ((cMassCount > 0)) {
cMass = ((cMass / float2(float(cMassCount), float(cMassCount))) - vPos);
}
if ((cVelCount > 0)) {
cVel = (cVel / float2(float(cVelCount), float(cVelCount)));
}
const uint scalar_offset_3 = (16u) / 4;
const uint scalar_offset_4 = (20u) / 4;
const uint scalar_offset_5 = (24u) / 4;
vVel = (((vVel + (cMass * asfloat(params[scalar_offset_3 / 4][scalar_offset_3 % 4]))) + (colVel * asfloat(params[scalar_offset_4 / 4][scalar_offset_4 % 4]))) + (cVel * asfloat(params[scalar_offset_5 / 4][scalar_offset_5 % 4])));
vVel = (normalize(vVel) * clamp(length(vVel), 0.0f, 0.100000001f));
const uint scalar_offset_6 = (0u) / 4;
vPos = (vPos + (vVel * asfloat(params[scalar_offset_6 / 4][scalar_offset_6 % 4])));
if ((vPos.x < -1.0f)) {
vPos.x = 1.0f;
}
if ((vPos.x > 1.0f)) {
vPos.x = -1.0f;
}
if ((vPos.y < -1.0f)) {
vPos.y = 1.0f;
}
if ((vPos.y > 1.0f)) {
vPos.y = -1.0f;
}
particlesB.Store2((16u * index), asuint(vPos));
particlesB.Store2(((16u * index) + 8u), asuint(vVel));
return;
}