#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; }; struct SimParams { float deltaT; float rule1Distance; float rule2Distance; float rule3Distance; float rule1Scale; float rule2Scale; float rule3Scale; uint pad; }; struct Particles { Particle particles[5]; }; layout(binding = 0, std140) uniform params_block_ubo { SimParams inner; } params; layout(binding = 1, std430) buffer particlesA_block_ssbo { Particles inner; } particlesA; layout(binding = 2, std430) buffer particlesA_block_ssbo_1 { Particles inner; } particlesB; void comp_main(uvec3 tint_symbol) { uint index = tint_symbol.x; if ((index >= 5u)) { return; } vec2 vPos = particlesA.inner.particles[index].pos; vec2 vVel = particlesA.inner.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.inner.particles[i].pos.xy; vel = particlesA.inner.particles[i].vel.xy; if ((distance(pos, vPos) < params.inner.rule1Distance)) { cMass = (cMass + pos); cMassCount = (cMassCount + 1); } if ((distance(pos, vPos) < params.inner.rule2Distance)) { colVel = (colVel - (pos - vPos)); } if ((distance(pos, vPos) < params.inner.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.inner.rule1Scale)) + (colVel * params.inner.rule2Scale)) + (cVel * params.inner.rule3Scale)); vVel = (normalize(vVel) * clamp(length(vVel), 0.0f, 0.10000000149011611938f)); vPos = (vPos + (vVel * params.inner.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.inner.particles[index].pos = vPos; particlesB.inner.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; }