//////////////////////////////////////////////////////////////////////////////// // Utilities //////////////////////////////////////////////////////////////////////////////// var rand_seed : vec2; fn rand() -> f32 { rand_seed.x = fract(cos(dot(rand_seed, vec2(23.14077926, 232.61690225))) * 136.8168); rand_seed.y = fract(cos(dot(rand_seed, vec2(54.47856553, 345.84153136))) * 534.7645); return rand_seed.y; } //////////////////////////////////////////////////////////////////////////////// // Vertex shader //////////////////////////////////////////////////////////////////////////////// struct RenderParams { modelViewProjectionMatrix : mat4x4, right : vec3, up : vec3, }; @binding(0) @group(0) var render_params : RenderParams; struct VertexInput { @location(0) position : vec3, @location(1) color : vec4, @location(2) quad_pos : vec2, // -1..+1 }; struct VertexOutput { @builtin(position) position : vec4, @location(0) color : vec4, @location(1) quad_pos : vec2, // -1..+1 }; @vertex fn vs_main(in : VertexInput) -> VertexOutput { var quad_pos = mat2x3(render_params.right, render_params.up) * in.quad_pos; var position = in.position + quad_pos * 0.01; var out : VertexOutput; out.position = render_params.modelViewProjectionMatrix * vec4(position, 1.0); out.color = in.color; out.quad_pos = in.quad_pos; return out; } //////////////////////////////////////////////////////////////////////////////// // Fragment shader //////////////////////////////////////////////////////////////////////////////// @fragment fn fs_main(in : VertexOutput) -> @location(0) vec4 { var color = in.color; // Apply a circular particle alpha mask color.a = color.a * max(1.0 - length(in.quad_pos), 0.0); return color; } //////////////////////////////////////////////////////////////////////////////// // Simulation Compute shader //////////////////////////////////////////////////////////////////////////////// struct SimulationParams { deltaTime : f32, seed : vec4, }; struct Particle { position : vec3, lifetime : f32, color : vec4, velocity : vec3, }; struct Particles { particles : array, }; @binding(0) @group(0) var sim_params : SimulationParams; @binding(1) @group(0) var data : Particles; @binding(2) @group(0) var texture : texture_2d; @compute @workgroup_size(64) fn simulate(@builtin(global_invocation_id) GlobalInvocationID : vec3) { rand_seed = (sim_params.seed.xy + vec2(GlobalInvocationID.xy)) * sim_params.seed.zw; let idx = GlobalInvocationID.x; var particle = data.particles[idx]; // Apply gravity particle.velocity.z = particle.velocity.z - sim_params.deltaTime * 0.5; // Basic velocity integration particle.position = particle.position + sim_params.deltaTime * particle.velocity; // Age each particle. Fade out before vanishing. particle.lifetime = particle.lifetime - sim_params.deltaTime; particle.color.a = smoothstep(0.0, 0.5, particle.lifetime); // If the lifetime has gone negative, then the particle is dead and should be // respawned. if (particle.lifetime < 0.0) { // Use the probability map to find where the particle should be spawned. // Starting with the 1x1 mip level. var coord = vec2(0, 0); for (var level = textureNumLevels(texture) - 1; level > 0; level = level - 1) { // Load the probability value from the mip-level // Generate a random number and using the probabilty values, pick the // next texel in the next largest mip level: // // 0.0 probabilites.r probabilites.g probabilites.b 1.0 // | | | | | // | TOP-LEFT | TOP-RIGHT | BOTTOM-LEFT | BOTTOM_RIGHT | // let probabilites = textureLoad(texture, coord, level); let value = vec4(rand()); let mask = (value >= vec4(0.0, probabilites.xyz)) & (value < probabilites); coord = coord * 2; coord.x += select(0u, 1u, any(mask.yw)); // x y coord.y += select(0u, 1u, any(mask.zw)); // z w } let uv = vec2(coord) / vec2(textureDimensions(texture)); particle.position = vec3((uv - 0.5) * 3.0 * vec2(1.0, -1.0), 0.0); particle.color = textureLoad(texture, coord, 0); particle.velocity.x = (rand() - 0.5) * 0.1; particle.velocity.y = (rand() - 0.5) * 0.1; particle.velocity.z = rand() * 0.3; particle.lifetime = 0.5 + rand() * 2.0; } // Store the new particle value data.particles[idx] = particle; } struct UBO { width : u32, }; struct Buffer { weights : array, }; @binding(3) @group(0) var ubo : UBO; @binding(4) @group(0) var buf_in : Buffer; @binding(5) @group(0) var buf_out : Buffer; @binding(6) @group(0) var tex_in : texture_2d; @binding(7) @group(0) var tex_out : texture_storage_2d; //////////////////////////////////////////////////////////////////////////////// // import_level // // Loads the alpha channel from a texel of the source image, and writes it to // the buf_out.weights. //////////////////////////////////////////////////////////////////////////////// @compute @workgroup_size(64) fn import_level(@builtin(global_invocation_id) coord : vec3) { _ = &buf_in; let offset = coord.x + coord.y * ubo.width; buf_out.weights[offset] = textureLoad(tex_in, vec2(coord.xy), 0).w; } //////////////////////////////////////////////////////////////////////////////// // export_level // // Loads 4 f32 weight values from buf_in.weights, and stores summed value into // buf_out.weights, along with the calculated 'probabilty' vec4 values into the // mip level of tex_out. See simulate() in particle.wgsl to understand the // probability logic. //////////////////////////////////////////////////////////////////////////////// @compute @workgroup_size(64) fn export_level(@builtin(global_invocation_id) coord : vec3) { if (all(coord.xy < vec2(textureDimensions(tex_out)))) { let dst_offset = coord.x + coord.y * ubo.width; let src_offset = coord.x*2u + coord.y*2u * ubo.width; let a = buf_in.weights[src_offset + 0u]; let b = buf_in.weights[src_offset + 1u]; let c = buf_in.weights[src_offset + 0u + ubo.width]; let d = buf_in.weights[src_offset + 1u + ubo.width]; let sum = dot(vec4(a, b, c, d), vec4(1.0)); buf_out.weights[dst_offset] = sum / 4.0; let probabilities = vec4(a, a+b, a+b+c, sum) / max(sum, 0.0001); textureStore(tex_out, vec2(coord.xy), probabilities); } }