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

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#version 310 es
layout(location = 0) in vec2 a_particlePos_1;
layout(location = 1) in vec2 a_particleVel_1;
layout(location = 2) in vec2 a_pos_1;
struct Particle {
vec2 pos;
vec2 vel;
};
struct SimParams {
float deltaT;
float rule1Distance;
float rule2Distance;
float rule3Distance;
float rule1Scale;
float rule2Scale;
float rule3Scale;
};
struct Particles {
Particle particles[5];
};
vec4 vert_main(vec2 a_particlePos, vec2 a_particleVel, vec2 a_pos) {
float angle = -(atan(a_particleVel.x, a_particleVel.y));
vec2 pos = vec2(((a_pos.x * cos(angle)) - (a_pos.y * sin(angle))), ((a_pos.x * sin(angle)) + (a_pos.y * cos(angle))));
return vec4((pos + a_particlePos), 0.0f, 1.0f);
}
void main() {
gl_PointSize = 1.0;
vec4 inner_result = vert_main(a_particlePos_1, a_particleVel_1, a_pos_1);
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
precision mediump float;
layout(location = 0) out vec4 value;
struct Particle {
vec2 pos;
vec2 vel;
};
struct SimParams {
float deltaT;
float rule1Distance;
float rule2Distance;
float rule3Distance;
float rule1Scale;
float rule2Scale;
float rule3Scale;
};
struct Particles {
Particle particles[5];
};
vec4 frag_main() {
return vec4(1.0f);
}
void main() {
vec4 inner_result = frag_main();
value = inner_result;
return;
}
#version 310 es
struct Particle {
vec2 pos;
vec2 vel;
};
layout(binding = 0) uniform SimParams_ubo {
float deltaT;
float rule1Distance;
float rule2Distance;
float rule3Distance;
float rule1Scale;
float rule2Scale;
float rule3Scale;
} params;
layout(binding = 1, std430) buffer Particles_ssbo {
Particle particles[5];
} particlesA;
layout(binding = 2, std430) buffer Particles_ssbo_1 {
Particle particles[5];
} particlesB;
void comp_main(uvec3 tint_symbol) {
uint index = tint_symbol.x;
if ((index >= 5u)) {
return;
}
vec2 vPos = particlesA.particles[index].pos;
vec2 vVel = particlesA.particles[index].vel;
vec2 cMass = vec2(0.0f);
vec2 cVel = vec2(0.0f);
vec2 colVel = vec2(0.0f);
int cMassCount = 0;
int cVelCount = 0;
vec2 pos = vec2(0.0f, 0.0f);
vec2 vel = vec2(0.0f, 0.0f);
{
for(uint i = 0u; (i < 5u); i = (i + 1u)) {
if ((i == index)) {
continue;
}
pos = particlesA.particles[i].pos.xy;
vel = particlesA.particles[i].vel.xy;
if ((distance(pos, vPos) < params.rule1Distance)) {
cMass = (cMass + pos);
cMassCount = (cMassCount + 1);
}
if ((distance(pos, vPos) < params.rule2Distance)) {
colVel = (colVel - (pos - vPos));
}
if ((distance(pos, vPos) < params.rule3Distance)) {
cVel = (cVel + vel);
cVelCount = (cVelCount + 1);
}
}
}
if ((cMassCount > 0)) {
cMass = ((cMass / vec2(float(cMassCount), float(cMassCount))) - vPos);
}
if ((cVelCount > 0)) {
cVel = (cVel / vec2(float(cVelCount), float(cVelCount)));
}
vVel = (((vVel + (cMass * params.rule1Scale)) + (colVel * params.rule2Scale)) + (cVel * params.rule3Scale));
vVel = (normalize(vVel) * clamp(length(vVel), 0.0f, 0.100000001f));
vPos = (vPos + (vVel * params.deltaT));
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.particles[index].pos = vPos;
particlesB.particles[index].vel = vVel;
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
comp_main(gl_GlobalInvocationID);
return;
}