| struct tint_symbol_1 { |
| float2 a_particlePos : TEXCOORD0; |
| float2 a_particleVel : TEXCOORD1; |
| float2 a_pos : TEXCOORD2; |
| }; |
| struct tint_symbol_2 { |
| float4 value : SV_Position; |
| }; |
| |
| float4 vert_main_inner(float2 a_particlePos, float2 a_particleVel, float2 a_pos) { |
| float angle = -(atan2(a_particleVel.x, a_particleVel.y)); |
| float2 pos = float2(((a_pos.x * cos(angle)) - (a_pos.y * sin(angle))), ((a_pos.x * sin(angle)) + (a_pos.y * cos(angle)))); |
| return float4((pos + a_particlePos), 0.0f, 1.0f); |
| } |
| |
| tint_symbol_2 vert_main(tint_symbol_1 tint_symbol) { |
| const float4 inner_result = vert_main_inner(tint_symbol.a_particlePos, tint_symbol.a_particleVel, tint_symbol.a_pos); |
| tint_symbol_2 wrapper_result = (tint_symbol_2)0; |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |
| |
| struct tint_symbol_3 { |
| float4 value : SV_Target0; |
| }; |
| |
| float4 frag_main_inner() { |
| return (1.0f).xxxx; |
| } |
| |
| tint_symbol_3 frag_main() { |
| const float4 inner_result_1 = frag_main_inner(); |
| tint_symbol_3 wrapper_result_1 = (tint_symbol_3)0; |
| wrapper_result_1.value = inner_result_1; |
| return wrapper_result_1; |
| } |
| |
| cbuffer cbuffer_params : register(b0, space0) { |
| uint4 params[2]; |
| }; |
| RWByteAddressBuffer particlesA : register(u1, space0); |
| RWByteAddressBuffer particlesB : register(u2, space0); |
| |
| struct tint_symbol_5 { |
| 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 * index))); |
| float2 vVel = asfloat(particlesA.Load2(((16u * index) + 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 * i))).xy; |
| vel = asfloat(particlesA.Load2(((16u * i) + 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, 0.100000001f)); |
| 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 * index), asuint(vPos)); |
| particlesB.Store2(((16u * index) + 8u), asuint(vVel)); |
| } |
| |
| [numthreads(1, 1, 1)] |
| void comp_main(tint_symbol_5 tint_symbol_4) { |
| comp_main_inner(tint_symbol_4.gl_GlobalInvocationID); |
| return; |
| } |