blob: 00dd0861e7f93ecc0d316e77211e2e077e4e0c21 [file] [log] [blame]
cbuffer cbuffer_params : register(b0) {
uint4 params[2];
};
RWByteAddressBuffer particlesA : register(u1);
RWByteAddressBuffer particlesB : register(u2);
struct tint_symbol_1 {
uint3 gl_GlobalInvocationID : SV_DispatchThreadID;
};
void comp_main_inner(uint3 gl_GlobalInvocationID) {
uint index = gl_GlobalInvocationID.x;
if ((index >= 5u)) {
return;
}
float2 vPos = asfloat(particlesA.Load2((16u * min(index, 4u))));
float2 vVel = asfloat(particlesA.Load2(((16u * min(index, 4u)) + 8u)));
float2 cMass = (0.0f).xx;
float2 cVel = (0.0f).xx;
float2 colVel = (0.0f).xx;
int cMassCount = 0;
int cVelCount = 0;
float2 pos = float2(0.0f, 0.0f);
float2 vel = float2(0.0f, 0.0f);
{
for(uint i = 0u; (i < 5u); i = (i + 1u)) {
if ((i == index)) {
continue;
}
pos = asfloat(particlesA.Load2((16u * min(i, 4u)))).xy;
vel = asfloat(particlesA.Load2(((16u * min(i, 4u)) + 8u))).xy;
if ((distance(pos, vPos) < asfloat(params[0].y))) {
cMass = (cMass + pos);
cMassCount = (cMassCount + 1);
}
if ((distance(pos, vPos) < asfloat(params[0].z))) {
colVel = (colVel - (pos - vPos));
}
if ((distance(pos, vPos) < asfloat(params[0].w))) {
cVel = (cVel + vel);
cVelCount = (cVelCount + 1);
}
}
}
if ((cMassCount > 0)) {
cMass = ((cMass / float2(float(cMassCount), float(cMassCount))) - vPos);
}
if ((cVelCount > 0)) {
cVel = (cVel / float2(float(cVelCount), float(cVelCount)));
}
vVel = (((vVel + (cMass * asfloat(params[1].x))) + (colVel * asfloat(params[1].y))) + (cVel * asfloat(params[1].z)));
vVel = (normalize(vVel) * clamp(length(vVel), 0.0f, 0.10000000149011611938f));
vPos = (vPos + (vVel * asfloat(params[0].x)));
if ((vPos.x < -1.0f)) {
vPos.x = 1.0f;
}
if ((vPos.x > 1.0f)) {
vPos.x = -1.0f;
}
if ((vPos.y < -1.0f)) {
vPos.y = 1.0f;
}
if ((vPos.y > 1.0f)) {
vPos.y = -1.0f;
}
particlesB.Store2((16u * min(index, 4u)), asuint(vPos));
particlesB.Store2(((16u * min(index, 4u)) + 8u), asuint(vVel));
}
[numthreads(1, 1, 1)]
void comp_main(tint_symbol_1 tint_symbol) {
comp_main_inner(tint_symbol.gl_GlobalInvocationID);
return;
}