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https://github.com/gfx-rs/wgpu.git
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156 lines
4.1 KiB
GLSL
156 lines
4.1 KiB
GLSL
#version 310 es
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precision highp float;
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precision highp int;
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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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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const uint NUM_PARTICLES = 1500u;
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uniform SimParams_block_0Compute { SimParams _group_0_binding_0_cs; };
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layout(std430) readonly buffer Particles_block_1Compute {
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Particle particles[];
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} _group_0_binding_1_cs;
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layout(std430) buffer Particles_block_2Compute {
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Particle particles[];
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} _group_0_binding_2_cs;
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void main() {
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uvec3 global_invocation_id = gl_GlobalInvocationID;
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vec2 vPos = vec2(0.0);
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vec2 vVel = vec2(0.0);
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vec2 cMass = vec2(0.0, 0.0);
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vec2 cVel = vec2(0.0, 0.0);
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vec2 colVel = vec2(0.0, 0.0);
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int cMassCount = 0;
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int cVelCount = 0;
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vec2 pos = vec2(0.0);
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vec2 vel = vec2(0.0);
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uint i = 0u;
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uint index = global_invocation_id.x;
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if ((index >= NUM_PARTICLES)) {
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return;
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}
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vec2 _e8 = _group_0_binding_1_cs.particles[index].pos;
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vPos = _e8;
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vec2 _e14 = _group_0_binding_1_cs.particles[index].vel;
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vVel = _e14;
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bool loop_init = true;
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while(true) {
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if (!loop_init) {
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uint _e91 = i;
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i = (_e91 + 1u);
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}
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loop_init = false;
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uint _e36 = i;
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if ((_e36 >= NUM_PARTICLES)) {
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break;
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}
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uint _e39 = i;
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if ((_e39 == index)) {
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continue;
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}
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uint _e43 = i;
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vec2 _e46 = _group_0_binding_1_cs.particles[_e43].pos;
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pos = _e46;
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uint _e49 = i;
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vec2 _e52 = _group_0_binding_1_cs.particles[_e49].vel;
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vel = _e52;
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vec2 _e53 = pos;
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vec2 _e54 = vPos;
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float _e58 = _group_0_binding_0_cs.rule1Distance;
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if ((distance(_e53, _e54) < _e58)) {
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vec2 _e60 = cMass;
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vec2 _e61 = pos;
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cMass = (_e60 + _e61);
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int _e63 = cMassCount;
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cMassCount = (_e63 + 1);
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}
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vec2 _e66 = pos;
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vec2 _e67 = vPos;
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float _e71 = _group_0_binding_0_cs.rule2Distance;
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if ((distance(_e66, _e67) < _e71)) {
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vec2 _e73 = colVel;
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vec2 _e74 = pos;
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vec2 _e75 = vPos;
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colVel = (_e73 - (_e74 - _e75));
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}
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vec2 _e78 = pos;
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vec2 _e79 = vPos;
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float _e83 = _group_0_binding_0_cs.rule3Distance;
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if ((distance(_e78, _e79) < _e83)) {
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vec2 _e85 = cVel;
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vec2 _e86 = vel;
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cVel = (_e85 + _e86);
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int _e88 = cVelCount;
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cVelCount = (_e88 + 1);
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}
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}
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int _e94 = cMassCount;
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if ((_e94 > 0)) {
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vec2 _e97 = cMass;
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int _e98 = cMassCount;
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vec2 _e102 = vPos;
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cMass = ((_e97 / vec2(float(_e98))) - _e102);
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}
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int _e104 = cVelCount;
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if ((_e104 > 0)) {
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vec2 _e107 = cVel;
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int _e108 = cVelCount;
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cVel = (_e107 / vec2(float(_e108)));
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}
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vec2 _e112 = vVel;
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vec2 _e113 = cMass;
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float _e116 = _group_0_binding_0_cs.rule1Scale;
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vec2 _e119 = colVel;
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float _e122 = _group_0_binding_0_cs.rule2Scale;
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vec2 _e125 = cVel;
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float _e128 = _group_0_binding_0_cs.rule3Scale;
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vVel = (((_e112 + (_e113 * _e116)) + (_e119 * _e122)) + (_e125 * _e128));
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vec2 _e131 = vVel;
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vec2 _e133 = vVel;
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vVel = (normalize(_e131) * clamp(length(_e133), 0.0, 0.1));
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vec2 _e139 = vPos;
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vec2 _e140 = vVel;
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float _e143 = _group_0_binding_0_cs.deltaT;
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vPos = (_e139 + (_e140 * _e143));
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float _e147 = vPos.x;
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if ((_e147 < -1.0)) {
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vPos.x = 1.0;
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}
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float _e153 = vPos.x;
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if ((_e153 > 1.0)) {
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vPos.x = -1.0;
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}
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float _e159 = vPos.y;
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if ((_e159 < -1.0)) {
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vPos.y = 1.0;
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}
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float _e165 = vPos.y;
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if ((_e165 > 1.0)) {
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vPos.y = -1.0;
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}
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vec2 _e174 = vPos;
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_group_0_binding_2_cs.particles[index].pos = _e174;
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vec2 _e179 = vVel;
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_group_0_binding_2_cs.particles[index].vel = _e179;
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return;
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}
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