dawn-cmake/test/samples/compute_boids.wgsl.expected...

107 lines
2.9 KiB
WebGPU Shading Language

[[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>;
{
var i : u32 = 0u;
loop {
if (!((i < 5u))) {
break;
}
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);
}
continuing {
i = (i + 1u);
}
}
}
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;
}