160 lines
3.6 KiB
GLSL
160 lines
3.6 KiB
GLSL
#version 310 es
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layout(location = 0) in vec2 a_particlePos_1;
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layout(location = 1) in vec2 a_particleVel_1;
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layout(location = 2) in vec2 a_pos_1;
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struct Particle {
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vec2 pos;
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vec2 vel;
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};
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struct SimParams {
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float deltaT;
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float rule1Distance;
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float rule2Distance;
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float rule3Distance;
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float rule1Scale;
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float rule2Scale;
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float rule3Scale;
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};
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struct Particles {
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Particle particles[5];
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};
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vec4 vert_main(vec2 a_particlePos, vec2 a_particleVel, vec2 a_pos) {
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float angle = -(atan(a_particleVel.x, a_particleVel.y));
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vec2 pos = vec2(((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((pos + a_particlePos), 0.0f, 1.0f);
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}
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void main() {
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gl_PointSize = 1.0;
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vec4 inner_result = vert_main(a_particlePos_1, a_particleVel_1, a_pos_1);
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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#version 310 es
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precision mediump float;
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layout(location = 0) out vec4 value;
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struct Particle {
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vec2 pos;
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vec2 vel;
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};
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struct SimParams {
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float deltaT;
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float rule1Distance;
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float rule2Distance;
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float rule3Distance;
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float rule1Scale;
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float rule2Scale;
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float rule3Scale;
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};
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struct Particles {
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Particle particles[5];
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};
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vec4 frag_main() {
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return vec4(1.0f);
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}
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void main() {
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vec4 inner_result = frag_main();
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value = inner_result;
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return;
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}
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#version 310 es
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struct Particle {
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vec2 pos;
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vec2 vel;
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};
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layout(binding = 0) uniform SimParams_ubo {
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float deltaT;
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float rule1Distance;
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float rule2Distance;
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float rule3Distance;
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float rule1Scale;
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float rule2Scale;
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float rule3Scale;
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} params;
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layout(binding = 1, std430) buffer Particles_ssbo {
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Particle particles[5];
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} particlesA;
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layout(binding = 2, std430) buffer Particles_ssbo_1 {
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Particle particles[5];
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} particlesB;
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void comp_main(uvec3 tint_symbol) {
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uint index = tint_symbol.x;
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if ((index >= 5u)) {
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return;
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}
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vec2 vPos = particlesA.particles[index].pos;
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vec2 vVel = particlesA.particles[index].vel;
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vec2 cMass = vec2(0.0f);
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vec2 cVel = vec2(0.0f);
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vec2 colVel = vec2(0.0f);
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int cMassCount = 0;
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int cVelCount = 0;
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vec2 pos = vec2(0.0f, 0.0f);
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vec2 vel = vec2(0.0f, 0.0f);
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{
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for(uint i = 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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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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}
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}
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if ((cMassCount > 0)) {
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cMass = ((cMass / vec2(float(cMassCount), float(cMassCount))) - vPos);
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}
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if ((cVelCount > 0)) {
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cVel = (cVel / vec2(float(cVelCount), float(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), 0.0f, 0.100000001f));
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vPos = (vPos + (vVel * params.deltaT));
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if ((vPos.x < -1.0f)) {
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vPos.x = 1.0f;
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}
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if ((vPos.x > 1.0f)) {
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vPos.x = -1.0f;
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}
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if ((vPos.y < -1.0f)) {
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vPos.y = 1.0f;
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}
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if ((vPos.y > 1.0f)) {
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vPos.y = -1.0f;
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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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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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comp_main(gl_GlobalInvocationID);
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return;
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}
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