[[stage(vertex)]] fn vert_main([[location(0)]] a_particlePos : vec2<f32>, [[location(1)]] a_particleVel : vec2<f32>, [[location(2)]] a_pos : vec2<f32>) -> [[builtin(position)]] vec4<f32> { var angle : f32 = -(atan2(a_particleVel.x, a_particleVel.y)); var pos : vec2<f32> = vec2<f32>(((a_pos.x * cos(angle)) - (a_pos.y * sin(angle))), ((a_pos.x * sin(angle)) + (a_pos.y * cos(angle)))); return vec4<f32>((pos + a_particlePos), 0.0, 1.0); } [[stage(fragment)]] fn frag_main() -> [[location(0)]] vec4<f32> { return vec4<f32>(1.0, 1.0, 1.0, 1.0); } struct Particle { pos : vec2<f32>; vel : vec2<f32>; }; [[block]] struct SimParams { deltaT : f32; rule1Distance : f32; rule2Distance : f32; rule3Distance : f32; rule1Scale : f32; rule2Scale : f32; rule3Scale : f32; }; [[block]] struct Particles { particles : array<Particle, 5>; }; [[binding(0), group(0)]] var<uniform> params : SimParams; [[binding(1), group(0)]] var<storage, read_write> particlesA : Particles; [[binding(2), group(0)]] var<storage, read_write> particlesB : Particles; [[stage(compute), workgroup_size(1)]] fn comp_main([[builtin(global_invocation_id)]] gl_GlobalInvocationID : vec3<u32>) { var index : u32 = gl_GlobalInvocationID.x; if ((index >= 5u)) { return; } var vPos : vec2<f32> = particlesA.particles[index].pos; var vVel : vec2<f32> = particlesA.particles[index].vel; var cMass : vec2<f32> = vec2<f32>(0.0, 0.0); var cVel : vec2<f32> = vec2<f32>(0.0, 0.0); var colVel : vec2<f32> = vec2<f32>(0.0, 0.0); var cMassCount : i32 = 0; var cVelCount : i32 = 0; var pos : vec2<f32>; var vel : vec2<f32>; 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>(f32(cMassCount), f32(cMassCount))) - vPos); } if ((cVelCount > 0)) { cVel = (cVel / vec2<f32>(f32(cVelCount), f32(cVelCount))); } vVel = (((vVel + (cMass * params.rule1Scale)) + (colVel * params.rule2Scale)) + (cVel * params.rule3Scale)); vVel = (normalize(vVel) * clamp(length(vVel), 0.0, 0.100000001)); 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; }