@vertex fn vert_main(@location(0) a_particlePos : vec2, @location(1) a_particleVel : vec2, @location(2) a_pos : vec2) -> @builtin(position) vec4 { var angle : f32 = -(atan2(a_particleVel.x, a_particleVel.y)); var pos : vec2 = 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), 0.0, 1.0); } @fragment fn frag_main() -> @location(0) vec4 { return vec4(1.0, 1.0, 1.0, 1.0); } struct Particle { pos : vec2, vel : vec2, } struct SimParams { deltaT : f32, rule1Distance : f32, rule2Distance : f32, rule3Distance : f32, rule1Scale : f32, rule2Scale : f32, rule3Scale : f32, } struct Particles { particles : array, } @binding(0) @group(0) var params : SimParams; @binding(1) @group(0) var particlesA : Particles; @binding(2) @group(0) var particlesB : Particles; @compute @workgroup_size(1) fn comp_main(@builtin(global_invocation_id) gl_GlobalInvocationID : vec3) { var index : u32 = gl_GlobalInvocationID.x; if ((index >= 5u)) { return; } var vPos : vec2 = particlesA.particles[index].pos; var vVel : vec2 = particlesA.particles[index].vel; var cMass : vec2 = vec2(0.0, 0.0); var cVel : vec2 = vec2(0.0, 0.0); var colVel : vec2 = vec2(0.0, 0.0); var cMassCount : i32 = 0; var cVelCount : i32 = 0; var pos : vec2; var vel : vec2; for(var i : u32 = 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(f32(cMassCount), f32(cMassCount))) - vPos); } if ((cVelCount > 0)) { cVel = (cVel / vec2(f32(cVelCount), f32(cVelCount))); } vVel = (((vVel + (cMass * params.rule1Scale)) + (colVel * params.rule2Scale)) + (cVel * params.rule3Scale)); vVel = (normalize(vVel) * clamp(length(vVel), 0.0, 0.1)); vPos = (vPos + (vVel * params.deltaT)); if ((vPos.x < -(1.0))) { vPos.x = 1.0; } if ((vPos.x > 1.0)) { vPos.x = -(1.0); } if ((vPos.y < -(1.0))) { vPos.y = 1.0; } if ((vPos.y > 1.0)) { vPos.y = -(1.0); } particlesB.particles[index].pos = vPos; particlesB.particles[index].vel = vVel; }