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	docs/ -> docs/tint/ fuzzers/ -> src/tint/fuzzers/ samples/ -> src/tint/cmd/ src/ -> src/tint/ test/ -> test/tint/ BUG=tint:1418,tint:1433 Change-Id: Id2aa79f989aef3245b80ef4aa37a27ff16cd700b Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/80482 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Ryan Harrison <rharrison@chromium.org>
		
			
				
	
	
		
			135 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
			
		
		
	
	
			135 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			WebGPU Shading Language
		
	
	
	
	
	
| // Copyright 2020 The Tint Authors.
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| //
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| // Licensed under the Apache License, Version 2.0 (the "License");
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| // you may not use this file except in compliance with the License.
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| // You may obtain a copy of the License at
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| //
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| //     http://www.apache.org/licenses/LICENSE-2.0
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| //
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| // Unless required by applicable law or agreed to in writing, software
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| // distributed under the License is distributed on an "AS IS" BASIS,
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| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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| // See the License for the specific language governing permissions and
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| // limitations under the License.
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| 
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| // vertex shader
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| 
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| @stage(vertex)
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| fn vert_main(@location(0) a_particlePos : vec2<f32>,
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|              @location(1) a_particleVel : vec2<f32>,
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|              @location(2) a_pos : vec2<f32>)
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|           -> @builtin(position) vec4<f32> {
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|   var angle : f32 = -atan2(a_particleVel.x, a_particleVel.y);
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|   var pos : vec2<f32> = vec2<f32>(
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|       (a_pos.x * cos(angle)) - (a_pos.y * sin(angle)),
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|       (a_pos.x * sin(angle)) + (a_pos.y * cos(angle)));
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|   return vec4<f32>(pos + a_particlePos, 0.0, 1.0);
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| }
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| 
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| // fragment shader
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| 
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| @stage(fragment)
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| fn frag_main() -> @location(0) vec4<f32> {
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|   return vec4<f32>(1.0, 1.0, 1.0, 1.0);
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| }
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| 
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| // compute shader
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| struct Particle {
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|   pos : vec2<f32>;
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|   vel : vec2<f32>;
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| };
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| 
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|  struct SimParams {
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|   deltaT : f32;
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|   rule1Distance : f32;
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|   rule2Distance : f32;
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|   rule3Distance : f32;
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|   rule1Scale : f32;
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|   rule2Scale : f32;
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|   rule3Scale : f32;
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| };
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| 
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|  struct Particles {
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|   particles : array<Particle, 5>;
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| };
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| 
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| @binding(0) @group(0) var<uniform> params : SimParams;
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| @binding(1) @group(0) var<storage, read_write> particlesA : Particles;
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| @binding(2) @group(0) var<storage, read_write> particlesB : Particles;
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| 
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| // https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp
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| @stage(compute) @workgroup_size(1)
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| fn comp_main(
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|   @builtin(global_invocation_id) gl_GlobalInvocationID : vec3<u32>) {
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|   var index : u32 = gl_GlobalInvocationID.x;
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|   if (index >= 5u) {
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|     return;
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|   }
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| 
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|   var vPos : vec2<f32> = particlesA.particles[index].pos;
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|   var vVel : vec2<f32> = particlesA.particles[index].vel;
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| 
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|   var cMass : vec2<f32> = vec2<f32>(0.0, 0.0);
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|   var cVel : vec2<f32> = vec2<f32>(0.0, 0.0);
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|   var colVel : vec2<f32> = vec2<f32>(0.0, 0.0);
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|   var cMassCount : i32 = 0;
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|   var cVelCount : i32 = 0;
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| 
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|   var pos : vec2<f32>;
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|   var vel : vec2<f32>;
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|   for(var i : u32 = 0u; i < 5u; i = i + 1u) {
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|     if (i == index) {
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|       continue;
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|     }
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| 
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|     pos = particlesA.particles[i].pos.xy;
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|     vel = particlesA.particles[i].vel.xy;
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| 
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|     if (distance(pos, vPos) < params.rule1Distance) {
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|       cMass = cMass + pos;
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|       cMassCount = cMassCount + 1;
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|     }
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|     if (distance(pos, vPos) < params.rule2Distance) {
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|       colVel = colVel - (pos - vPos);
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|     }
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|     if (distance(pos, vPos) < params.rule3Distance) {
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|       cVel = cVel + vel;
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|       cVelCount = cVelCount + 1;
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|     }
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|   }
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|   if (cMassCount > 0) {
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|     cMass =
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|       (cMass / vec2<f32>(f32(cMassCount), f32(cMassCount))) - vPos;
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|   }
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|   if (cVelCount > 0) {
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|     cVel = cVel / vec2<f32>(f32(cVelCount), f32(cVelCount));
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|   }
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| 
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|   vVel = vVel + (cMass * params.rule1Scale) + (colVel * params.rule2Scale) +
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|       (cVel * params.rule3Scale);
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| 
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|   // clamp velocity for a more pleasing simulation
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|   vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1);
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| 
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|   // kinematic update
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|   vPos = vPos + (vVel * params.deltaT);
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| 
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|   // Wrap around boundary
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|   if (vPos.x < -1.0) {
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|     vPos.x = 1.0;
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|   }
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|   if (vPos.x > 1.0) {
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|     vPos.x = -1.0;
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|   }
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|   if (vPos.y < -1.0) {
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|     vPos.y = 1.0;
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|   }
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|   if (vPos.y > 1.0) {
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|     vPos.y = -1.0;
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|   }
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| 
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|   // Write back
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|   particlesB.particles[index].pos = vPos;
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|   particlesB.particles[index].vel = vVel;
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| }
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