struct tint_symbol_1 { float2 a_particlePos : TEXCOORD0; float2 a_particleVel : TEXCOORD1; float2 a_pos : TEXCOORD2; }; struct tint_symbol_2 { float4 value : SV_Position; }; tint_symbol_2 vert_main(tint_symbol_1 tint_symbol) { const float2 a_particlePos = tint_symbol.a_particlePos; const float2 a_particleVel = tint_symbol.a_particleVel; const float2 a_pos = tint_symbol.a_pos; float angle = -(atan2(a_particleVel.x, a_particleVel.y)); float2 pos = float2(((a_pos.x * cos(angle)) - (a_pos.y * sin(angle))), ((a_pos.x * sin(angle)) + (a_pos.y * cos(angle)))); const tint_symbol_2 tint_symbol_9 = {float4((pos + a_particlePos), 0.0f, 1.0f)}; return tint_symbol_9; } struct tint_symbol_3 { float4 value : SV_Target0; }; tint_symbol_3 frag_main() { const tint_symbol_3 tint_symbol_10 = {float4(1.0f, 1.0f, 1.0f, 1.0f)}; return tint_symbol_10; } cbuffer cbuffer_params : register(b0, space0) { uint4 params[2]; }; RWByteAddressBuffer particlesA : register(u1, space0); RWByteAddressBuffer particlesB : register(u2, space0); struct tint_symbol_5 { uint3 gl_GlobalInvocationID : SV_DispatchThreadID; }; [numthreads(1, 1, 1)] void comp_main(tint_symbol_5 tint_symbol_4) { const uint3 gl_GlobalInvocationID = tint_symbol_4.gl_GlobalInvocationID; uint index = gl_GlobalInvocationID.x; if ((index >= 5u)) { return; } float2 vPos = asfloat(particlesA.Load2((16u * index))); float2 vVel = asfloat(particlesA.Load2(((16u * index) + 8u))); float2 cMass = float2(0.0f, 0.0f); float2 cVel = float2(0.0f, 0.0f); float2 colVel = float2(0.0f, 0.0f); int cMassCount = 0; int cVelCount = 0; float2 pos = float2(0.0f, 0.0f); float2 vel = float2(0.0f, 0.0f); { uint i = 0u; while (true) { if (!((i < 5u))) { break; } if ((i == index)) { { i = (i + 1u); } continue; } pos = asfloat(particlesA.Load2((16u * i))).xy; vel = asfloat(particlesA.Load2(((16u * i) + 8u))).xy; const int scalar_offset = (4u) / 4; if ((distance(pos, vPos) < asfloat(params[scalar_offset / 4][scalar_offset % 4]))) { cMass = (cMass + pos); cMassCount = (cMassCount + 1); } const int scalar_offset_1 = (8u) / 4; if ((distance(pos, vPos) < asfloat(params[scalar_offset_1 / 4][scalar_offset_1 % 4]))) { colVel = (colVel - (pos - vPos)); } const int scalar_offset_2 = (12u) / 4; if ((distance(pos, vPos) < asfloat(params[scalar_offset_2 / 4][scalar_offset_2 % 4]))) { cVel = (cVel + vel); cVelCount = (cVelCount + 1); } { i = (i + 1u); } } } if ((cMassCount > 0)) { cMass = ((cMass / float2(float(cMassCount), float(cMassCount))) - vPos); } if ((cVelCount > 0)) { cVel = (cVel / float2(float(cVelCount), float(cVelCount))); } const int scalar_offset_3 = (16u) / 4; const int scalar_offset_4 = (20u) / 4; const int scalar_offset_5 = (24u) / 4; vVel = (((vVel + (cMass * asfloat(params[scalar_offset_3 / 4][scalar_offset_3 % 4]))) + (colVel * asfloat(params[scalar_offset_4 / 4][scalar_offset_4 % 4]))) + (cVel * asfloat(params[scalar_offset_5 / 4][scalar_offset_5 % 4]))); vVel = (normalize(vVel) * clamp(length(vVel), 0.0f, 0.100000001f)); const int scalar_offset_6 = (0u) / 4; vPos = (vPos + (vVel * asfloat(params[scalar_offset_6 / 4][scalar_offset_6 % 4]))); 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.Store2((16u * index), asuint(vPos)); particlesB.Store2(((16u * index) + 8u), asuint(vVel)); return; }