| //////////////////////////////////////////////////////////////////////////////// |
| // Utilities |
| //////////////////////////////////////////////////////////////////////////////// |
| var<private> rand_seed : vec2<f32>; |
| |
| fn rand() -> f32 { |
| rand_seed.x = fract(cos(dot(rand_seed, vec2<f32>(23.14077926, 232.61690225))) * 136.8168); |
| rand_seed.y = fract(cos(dot(rand_seed, vec2<f32>(54.47856553, 345.84153136))) * 534.7645); |
| return rand_seed.y; |
| } |
| |
| //////////////////////////////////////////////////////////////////////////////// |
| // Vertex shader |
| //////////////////////////////////////////////////////////////////////////////// |
| struct RenderParams { |
| modelViewProjectionMatrix : mat4x4<f32>, |
| right : vec3<f32>, |
| up : vec3<f32>, |
| }; |
| @binding(0) @group(0) var<uniform> render_params : RenderParams; |
| |
| struct VertexInput { |
| @location(0) position : vec3<f32>, |
| @location(1) color : vec4<f32>, |
| @location(2) quad_pos : vec2<f32>, // -1..+1 |
| }; |
| |
| struct VertexOutput { |
| @builtin(position) position : vec4<f32>, |
| @location(0) color : vec4<f32>, |
| @location(1) quad_pos : vec2<f32>, // -1..+1 |
| }; |
| |
| @vertex |
| fn vs_main(in : VertexInput) -> VertexOutput { |
| var quad_pos = mat2x3<f32>(render_params.right, render_params.up) * in.quad_pos; |
| var position = in.position + quad_pos * 0.01; |
| var out : VertexOutput; |
| out.position = render_params.modelViewProjectionMatrix * vec4<f32>(position, 1.0); |
| out.color = in.color; |
| out.quad_pos = in.quad_pos; |
| return out; |
| } |
| |
| //////////////////////////////////////////////////////////////////////////////// |
| // Fragment shader |
| //////////////////////////////////////////////////////////////////////////////// |
| @fragment |
| fn fs_main(in : VertexOutput) -> @location(0) vec4<f32> { |
| var color = in.color; |
| // Apply a circular particle alpha mask |
| color.a = color.a * max(1.0 - length(in.quad_pos), 0.0); |
| return color; |
| } |
| |
| //////////////////////////////////////////////////////////////////////////////// |
| // Simulation Compute shader |
| //////////////////////////////////////////////////////////////////////////////// |
| struct SimulationParams { |
| deltaTime : f32, |
| seed : vec4<f32>, |
| }; |
| |
| struct Particle { |
| position : vec3<f32>, |
| lifetime : f32, |
| color : vec4<f32>, |
| velocity : vec3<f32>, |
| }; |
| |
| struct Particles { |
| particles : array<Particle>, |
| }; |
| |
| @binding(0) @group(0) var<uniform> sim_params : SimulationParams; |
| @binding(1) @group(0) var<storage, read_write> data : Particles; |
| @binding(2) @group(0) var texture : texture_2d<f32>; |
| |
| @compute @workgroup_size(64) |
| fn simulate(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) { |
| rand_seed = (sim_params.seed.xy + vec2<f32>(GlobalInvocationID.xy)) * sim_params.seed.zw; |
| |
| let idx = GlobalInvocationID.x; |
| var particle = data.particles[idx]; |
| |
| // Apply gravity |
| particle.velocity.z = particle.velocity.z - sim_params.deltaTime * 0.5; |
| |
| // Basic velocity integration |
| particle.position = particle.position + sim_params.deltaTime * particle.velocity; |
| |
| // Age each particle. Fade out before vanishing. |
| particle.lifetime = particle.lifetime - sim_params.deltaTime; |
| particle.color.a = smoothstep(0.0, 0.5, particle.lifetime); |
| |
| // If the lifetime has gone negative, then the particle is dead and should be |
| // respawned. |
| if (particle.lifetime < 0.0) { |
| // Use the probability map to find where the particle should be spawned. |
| // Starting with the 1x1 mip level. |
| var coord = vec2<i32>(0, 0); |
| for (var level = textureNumLevels(texture) - 1; level > 0; level = level - 1) { |
| // Load the probability value from the mip-level |
| // Generate a random number and using the probabilty values, pick the |
| // next texel in the next largest mip level: |
| // |
| // 0.0 probabilites.r probabilites.g probabilites.b 1.0 |
| // | | | | | |
| // | TOP-LEFT | TOP-RIGHT | BOTTOM-LEFT | BOTTOM_RIGHT | |
| // |
| let probabilites = textureLoad(texture, coord, level); |
| let value = vec4<f32>(rand()); |
| let mask = (value >= vec4<f32>(0.0, probabilites.xyz)) & (value < probabilites); |
| coord = coord * 2; |
| coord.x = coord.x + select(0, 1, any(mask.yw)); // x y |
| coord.y = coord.y + select(0, 1, any(mask.zw)); // z w |
| } |
| let uv = vec2<f32>(coord) / vec2<f32>(textureDimensions(texture)); |
| particle.position = vec3<f32>((uv - 0.5) * 3.0 * vec2<f32>(1.0, -1.0), 0.0); |
| particle.color = textureLoad(texture, coord, 0); |
| particle.velocity.x = (rand() - 0.5) * 0.1; |
| particle.velocity.y = (rand() - 0.5) * 0.1; |
| particle.velocity.z = rand() * 0.3; |
| particle.lifetime = 0.5 + rand() * 2.0; |
| } |
| |
| // Store the new particle value |
| data.particles[idx] = particle; |
| } |
| |
| struct UBO { |
| width : u32, |
| }; |
| |
| struct Buffer { |
| weights : array<f32>, |
| }; |
| |
| @binding(3) @group(0) var<uniform> ubo : UBO; |
| @binding(4) @group(0) var<storage, read> buf_in : Buffer; |
| @binding(5) @group(0) var<storage, read_write> buf_out : Buffer; |
| @binding(6) @group(0) var tex_in : texture_2d<f32>; |
| @binding(7) @group(0) var tex_out : texture_storage_2d<rgba8unorm, write>; |
| |
| //////////////////////////////////////////////////////////////////////////////// |
| // import_level |
| // |
| // Loads the alpha channel from a texel of the source image, and writes it to |
| // the buf_out.weights. |
| //////////////////////////////////////////////////////////////////////////////// |
| @compute @workgroup_size(64) |
| fn import_level(@builtin(global_invocation_id) coord : vec3<u32>) { |
| _ = &buf_in; |
| let offset = coord.x + coord.y * ubo.width; |
| buf_out.weights[offset] = textureLoad(tex_in, vec2<i32>(coord.xy), 0).w; |
| } |
| |
| //////////////////////////////////////////////////////////////////////////////// |
| // export_level |
| // |
| // Loads 4 f32 weight values from buf_in.weights, and stores summed value into |
| // buf_out.weights, along with the calculated 'probabilty' vec4 values into the |
| // mip level of tex_out. See simulate() in particle.wgsl to understand the |
| // probability logic. |
| //////////////////////////////////////////////////////////////////////////////// |
| @compute @workgroup_size(64) |
| fn export_level(@builtin(global_invocation_id) coord : vec3<u32>) { |
| if (all(coord.xy < vec2<u32>(textureDimensions(tex_out)))) { |
| let dst_offset = coord.x + coord.y * ubo.width; |
| let src_offset = coord.x*2u + coord.y*2u * ubo.width; |
| |
| let a = buf_in.weights[src_offset + 0u]; |
| let b = buf_in.weights[src_offset + 1u]; |
| let c = buf_in.weights[src_offset + 0u + ubo.width]; |
| let d = buf_in.weights[src_offset + 1u + ubo.width]; |
| let sum = dot(vec4<f32>(a, b, c, d), vec4<f32>(1.0)); |
| |
| buf_out.weights[dst_offset] = sum / 4.0; |
| |
| let probabilities = vec4<f32>(a, a+b, a+b+c, sum) / max(sum, 0.0001); |
| textureStore(tex_out, vec2<i32>(coord.xy), probabilities); |
| } |
| } |