blob: efeb53001e471dd0da9a91df579621b1264e0a97 [file] [log] [blame] [edit]
struct vert_main_outputs {
float4 tint_symbol : SV_Position;
};
struct vert_main_inputs {
float2 a_particlePos : TEXCOORD0;
float2 a_particleVel : TEXCOORD1;
float2 a_pos : TEXCOORD2;
};
struct frag_main_outputs {
float4 tint_symbol_1 : SV_Target0;
};
struct comp_main_inputs {
uint3 gl_GlobalInvocationID : SV_DispatchThreadID;
};
cbuffer cbuffer_params : register(b0) {
uint4 params[2];
};
RWByteAddressBuffer particlesA : register(u1);
RWByteAddressBuffer particlesB : register(u2);
float4 vert_main_inner(float2 a_particlePos, float2 a_particleVel, float2 a_pos) {
float angle = -(atan2(a_particleVel[0u], a_particleVel[1u]));
float v = (a_pos[0u] * cos(angle));
float v_1 = (v - (a_pos[1u] * sin(angle)));
float v_2 = (a_pos[0u] * sin(angle));
float2 pos = float2(v_1, (v_2 + (a_pos[1u] * cos(angle))));
return float4((pos + a_particlePos), 0.0f, 1.0f);
}
float4 frag_main_inner() {
return (1.0f).xxxx;
}
void comp_main_inner(uint3 gl_GlobalInvocationID) {
uint index = gl_GlobalInvocationID[0u];
if ((index >= 5u)) {
return;
}
float2 vPos = asfloat(particlesA.Load2((0u + (uint(index) * 16u))));
float2 vVel = asfloat(particlesA.Load2((8u + (uint(index) * 16u))));
float2 cMass = (0.0f).xx;
float2 cVel = (0.0f).xx;
float2 colVel = (0.0f).xx;
int cMassCount = 0;
int cVelCount = 0;
float2 pos = (0.0f).xx;
float2 vel = (0.0f).xx;
{
uint i = 0u;
while(true) {
if ((i < 5u)) {
} else {
break;
}
if ((i == index)) {
{
i = (i + 1u);
}
continue;
}
pos = asfloat(particlesA.Load2((0u + (uint(i) * 16u)))).xy;
vel = asfloat(particlesA.Load2((8u + (uint(i) * 16u)))).xy;
float v_3 = distance(pos, vPos);
if ((v_3 < asfloat(params[0u].y))) {
cMass = (cMass + pos);
cMassCount = (cMassCount + 1);
}
float v_4 = distance(pos, vPos);
if ((v_4 < asfloat(params[0u].z))) {
colVel = (colVel - (pos - vPos));
}
float v_5 = distance(pos, vPos);
if ((v_5 < asfloat(params[0u].w))) {
cVel = (cVel + vel);
cVelCount = (cVelCount + 1);
}
{
i = (i + 1u);
}
continue;
}
}
if ((cMassCount > 0)) {
float2 v_6 = cMass;
float v_7 = float(cMassCount);
float2 v_8 = (v_6 / float2(v_7, float(cMassCount)));
cMass = (v_8 - vPos);
}
if ((cVelCount > 0)) {
float2 v_9 = cVel;
float v_10 = float(cVelCount);
cVel = (v_9 / float2(v_10, float(cVelCount)));
}
float2 v_11 = vVel;
float2 v_12 = cMass;
float2 v_13 = (v_11 + (v_12 * asfloat(params[1u].x)));
float2 v_14 = colVel;
float2 v_15 = (v_13 + (v_14 * asfloat(params[1u].y)));
float2 v_16 = cVel;
vVel = (v_15 + (v_16 * asfloat(params[1u].z)));
float2 v_17 = normalize(vVel);
vVel = (v_17 * clamp(length(vVel), 0.0f, 0.10000000149011611938f));
float2 v_18 = vPos;
float2 v_19 = vVel;
vPos = (v_18 + (v_19 * asfloat(params[0u].x)));
if ((vPos.x < -1.0f)) {
vPos[0u] = 1.0f;
}
if ((vPos.x > 1.0f)) {
vPos[0u] = -1.0f;
}
if ((vPos.y < -1.0f)) {
vPos[1u] = 1.0f;
}
if ((vPos.y > 1.0f)) {
vPos[1u] = -1.0f;
}
uint v_20 = (uint(index) * 16u);
particlesB.Store2((0u + v_20), asuint(vPos));
uint v_21 = (uint(index) * 16u);
particlesB.Store2((8u + v_21), asuint(vVel));
}
vert_main_outputs vert_main(vert_main_inputs inputs) {
vert_main_outputs v_22 = {vert_main_inner(inputs.a_particlePos, inputs.a_particleVel, inputs.a_pos)};
return v_22;
}
frag_main_outputs frag_main() {
frag_main_outputs v_23 = {frag_main_inner()};
return v_23;
}
[numthreads(1, 1, 1)]
void comp_main(comp_main_inputs inputs) {
comp_main_inner(inputs.gl_GlobalInvocationID);
}