| # Copyright 2020 The Tint Authors. | 
 | # | 
 | # Licensed under the Apache License, Version 2.0 (the "License"); | 
 | # you may not use this file except in compliance with the License. | 
 | # You may obtain a copy of the License at | 
 | # | 
 | #     http://www.apache.org/licenses/LICENSE-2.0 | 
 | # | 
 | # Unless required by applicable law or agreed to in writing, software | 
 | # distributed under the License is distributed on an "AS IS" BASIS, | 
 | # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | 
 | # See the License for the specific language governing permissions and | 
 | # limitations under the License. | 
 |  | 
 | # vertex shader | 
 |  | 
 | [[location(0)]] var<in> a_particlePos : vec2<f32>; | 
 | [[location(1)]] var<in> a_particleVel : vec2<f32>; | 
 | [[location(2)]] var<in> a_pos : vec2<f32>; | 
 | [[builtin(position)]] var<out> gl_Position : vec4<f32>; | 
 |  | 
 | [[stage(vertex)]] | 
 | fn vert_main() -> void { | 
 |   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))); | 
 |   gl_Position = vec4<f32>(pos + a_particlePos, 0.0, 1.0); | 
 | } | 
 |  | 
 | # fragment shader | 
 | [[location(0)]] var<out> fragColor : vec4<f32>; | 
 |  | 
 | [[stage(fragment)]] | 
 | fn frag_main() -> void { | 
 |   fragColor = vec4<f32>(1.0, 1.0, 1.0, 1.0); | 
 | } | 
 |  | 
 | # compute shader | 
 | [[block]] struct Particle { | 
 |   [[offset(0)]] pos : vec2<f32>; | 
 |   [[offset(8)]] vel : vec2<f32>; | 
 | }; | 
 |  | 
 | [[block]] struct SimParams { | 
 |   [[offset(0)]] deltaT : f32; | 
 |   [[offset(4)]] rule1Distance : f32; | 
 |   [[offset(8)]] rule2Distance : f32; | 
 |   [[offset(12)]] rule3Distance : f32; | 
 |   [[offset(16)]] rule1Scale : f32; | 
 |   [[offset(20)]] rule2Scale : f32; | 
 |   [[offset(24)]] rule3Scale : f32; | 
 | }; | 
 |  | 
 | [[block]] struct Particles { | 
 |   [[offset(0)]] particles : [[stride(16)]] array<Particle, 5>; | 
 | }; | 
 |  | 
 | [[binding(0), set(0)]] var<uniform> params : [[access(read)]] SimParams; | 
 | [[binding(1), set(0)]] var<storage_buffer> particlesA : [[access(read_write)]] Particles; | 
 | [[binding(2), set(0)]] var<storage_buffer> particlesB : [[access(read_write)]] Particles; | 
 |  | 
 | [[builtin(global_invocation_id)]] var<in> gl_GlobalInvocationID : vec3<u32>; | 
 |  | 
 | # https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp | 
 | [[stage(compute)]] | 
 | fn comp_main() -> void { | 
 |   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 + 1) { | 
 |     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; | 
 | } |