107 lines
2.9 KiB
WebGPU Shading Language
107 lines
2.9 KiB
WebGPU Shading Language
[[stage(vertex)]]
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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> {
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var angle : f32 = -(atan2(a_particleVel.x, a_particleVel.y));
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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))));
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return vec4<f32>((pos + a_particlePos), 0.0, 1.0);
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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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struct Particle {
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pos : vec2<f32>;
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vel : vec2<f32>;
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};
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[[block]]
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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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[[block]]
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struct Particles {
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particles : array<Particle, 5>;
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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> particlesA : [[access(read_write)]] Particles;
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[[binding(2), group(0)]] var<storage> particlesB : [[access(read_write)]] Particles;
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[[stage(compute)]]
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fn comp_main([[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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var vPos : vec2<f32> = particlesA.particles[index].pos;
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var vVel : vec2<f32> = particlesA.particles[index].vel;
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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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var pos : vec2<f32>;
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var vel : vec2<f32>;
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{
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var i : u32 = 0u;
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loop {
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if (!((i < 5u))) {
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break;
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}
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if ((i == index)) {
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continue;
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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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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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continuing {
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i = (i + 1u);
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}
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}
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}
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if ((cMassCount > 0)) {
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cMass = ((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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vVel = (((vVel + (cMass * params.rule1Scale)) + (colVel * params.rule2Scale)) + (cVel * params.rule3Scale));
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vVel = (normalize(vVel) * clamp(length(vVel), 0.0, 0.100000001));
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vPos = (vPos + (vVel * params.deltaT));
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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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particlesB.particles[index].pos = vPos;
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particlesB.particles[index].vel = vVel;
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}
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