| #version 310 es |
| |
| layout(location = 0) in vec2 a_particlePos_1; |
| layout(location = 1) in vec2 a_particleVel_1; |
| layout(location = 2) in vec2 a_pos_1; |
| struct Particle { |
| vec2 pos; |
| vec2 vel; |
| }; |
| |
| struct SimParams { |
| float deltaT; |
| float rule1Distance; |
| float rule2Distance; |
| float rule3Distance; |
| float rule1Scale; |
| float rule2Scale; |
| float rule3Scale; |
| }; |
| |
| struct Particles { |
| Particle particles[5]; |
| }; |
| |
| vec4 vert_main(vec2 a_particlePos, vec2 a_particleVel, vec2 a_pos) { |
| float angle = -(atan(a_particleVel.x, a_particleVel.y)); |
| vec2 pos = vec2(((a_pos.x * cos(angle)) - (a_pos.y * sin(angle))), ((a_pos.x * sin(angle)) + (a_pos.y * cos(angle)))); |
| return vec4((pos + a_particlePos), 0.0f, 1.0f); |
| } |
| |
| void main() { |
| vec4 inner_result = vert_main(a_particlePos_1, a_particleVel_1, a_pos_1); |
| gl_Position = inner_result; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| return; |
| } |
| #version 310 es |
| precision mediump float; |
| |
| layout(location = 0) out vec4 value; |
| struct Particle { |
| vec2 pos; |
| vec2 vel; |
| }; |
| |
| struct SimParams { |
| float deltaT; |
| float rule1Distance; |
| float rule2Distance; |
| float rule3Distance; |
| float rule1Scale; |
| float rule2Scale; |
| float rule3Scale; |
| }; |
| |
| struct Particles { |
| Particle particles[5]; |
| }; |
| |
| vec4 frag_main() { |
| return vec4(1.0f, 1.0f, 1.0f, 1.0f); |
| } |
| |
| void main() { |
| vec4 inner_result = frag_main(); |
| value = inner_result; |
| return; |
| } |
| #version 310 es |
| |
| struct Particle { |
| vec2 pos; |
| vec2 vel; |
| }; |
| |
| struct SimParams { |
| float deltaT; |
| float rule1Distance; |
| float rule2Distance; |
| float rule3Distance; |
| float rule1Scale; |
| float rule2Scale; |
| float rule3Scale; |
| }; |
| |
| struct Particles { |
| Particle particles[5]; |
| }; |
| |
| layout(binding = 0) uniform SimParams_1 { |
| float deltaT; |
| float rule1Distance; |
| float rule2Distance; |
| float rule3Distance; |
| float rule1Scale; |
| float rule2Scale; |
| float rule3Scale; |
| } params; |
| |
| layout(binding = 1, std430) buffer Particles_1 { |
| Particle particles[5]; |
| } particlesA; |
| layout(binding = 2, std430) buffer Particles_2 { |
| Particle particles[5]; |
| } particlesB; |
| void comp_main(uvec3 tint_symbol) { |
| uint index = tint_symbol.x; |
| if ((index >= 5u)) { |
| return; |
| } |
| vec2 vPos = particlesA.particles[index].pos; |
| vec2 vVel = particlesA.particles[index].vel; |
| vec2 cMass = vec2(0.0f, 0.0f); |
| vec2 cVel = vec2(0.0f, 0.0f); |
| vec2 colVel = vec2(0.0f, 0.0f); |
| int cMassCount = 0; |
| int cVelCount = 0; |
| vec2 pos = vec2(0.0f, 0.0f); |
| vec2 vel = vec2(0.0f, 0.0f); |
| { |
| for(uint i = 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(float(cMassCount), float(cMassCount))) - vPos); |
| } |
| if ((cVelCount > 0)) { |
| cVel = (cVel / vec2(float(cVelCount), float(cVelCount))); |
| } |
| vVel = (((vVel + (cMass * params.rule1Scale)) + (colVel * params.rule2Scale)) + (cVel * params.rule3Scale)); |
| vVel = (normalize(vVel) * clamp(length(vVel), 0.0f, 0.100000001f)); |
| vPos = (vPos + (vVel * params.deltaT)); |
| 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.particles[index].pos = vPos; |
| particlesB.particles[index].vel = vVel; |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| comp_main(gl_GlobalInvocationID); |
| return; |
| } |