| // Copyright 2020 The Dawn & Tint Authors | 
 | // | 
 | // Redistribution and use in source and binary forms, with or without | 
 | // modification, are permitted provided that the following conditions are met: | 
 | // | 
 | // 1. Redistributions of source code must retain the above copyright notice, this | 
 | //    list of conditions and the following disclaimer. | 
 | // | 
 | // 2. Redistributions in binary form must reproduce the above copyright notice, | 
 | //    this list of conditions and the following disclaimer in the documentation | 
 | //    and/or other materials provided with the distribution. | 
 | // | 
 | // 3. Neither the name of the copyright holder nor the names of its | 
 | //    contributors may be used to endorse or promote products derived from | 
 | //    this software without specific prior written permission. | 
 | // | 
 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | 
 | // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | 
 | // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 
 | // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE | 
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 | // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR | 
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 | // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, | 
 | // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | 
 | // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 
 |  | 
 | // vertex shader | 
 |  | 
 | @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 shader | 
 |  | 
 | @fragment | 
 | fn frag_main() -> @location(0) vec4<f32> { | 
 |   return vec4<f32>(1.0, 1.0, 1.0, 1.0); | 
 | } | 
 |  | 
 | // compute shader | 
 | 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; | 
 |  | 
 | // https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp | 
 | @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); | 
 |  | 
 |   // clamp velocity for a more pleasing simulation | 
 |   vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1); | 
 |  | 
 |   // kinematic update | 
 |   vPos = vPos + (vVel * params.deltaT); | 
 |  | 
 |   // Wrap around boundary | 
 |   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; | 
 |   } | 
 |  | 
 |   // Write back | 
 |   particlesB.particles[index].pos = vPos; | 
 |   particlesB.particles[index].vel = vVel; | 
 | } |