| @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); |
| } |
| |
| @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>, |
| } |
| |
| struct SimParams { |
| deltaT : f32, |
| rule1Distance : f32, |
| rule2Distance : f32, |
| rule3Distance : f32, |
| rule1Scale : f32, |
| rule2Scale : f32, |
| rule3Scale : f32, |
| } |
| |
| 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; |
| |
| @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>; |
| for(var i : u32 = 0u; (i < 5u); i = (i + 1u)) { |
| 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); |
| } |
| } |
| 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, 0.1)); |
| 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; |
| } |