procedural-3d-engine/shaders/slang/computeparticles/particle.slang

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
[[vk::binding(0, 0)]] Sampler2D samplerColorMap;
[[vk::binding(1, 0)]] Sampler2D samplerGradientRamp;
struct VSInput
{
float2 Pos : POSITION0;
float4 GradientPos : POSITION1;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float PointSize : SV_PointSize;
float4 Color : COLOR0;
float GradientPos : POSITION0;
};
struct Particle
{
float2 pos;
float2 vel;
float4 gradientPos;
};
// Binding 0 : Position storage buffer
[[vk::binding(0, 0)]] RWStructuredBuffer<Particle> particles;
struct UBO
{
float deltaT;
float destX;
float destY;
int particleCount;
};
[[vk::binding(1, 0)]] ConstantBuffer<UBO> ubo;
struct PushConsts
{
float2 screendim;
};
float2 attraction(float2 pos, float2 attractPos)
{
float2 delta = attractPos - pos;
const float damp = 0.5;
float dDampedDot = dot(delta, delta) + damp;
float invDist = 1.0f / sqrt(dDampedDot);
float invDistCubed = invDist*invDist*invDist;
return delta * invDistCubed * 0.0035;
}
float2 repulsion(float2 pos, float2 attractPos)
{
float2 delta = attractPos - pos;
float targetDistance = sqrt(dot(delta, delta));
return delta * (1.0 / (targetDistance * targetDistance * targetDistance)) * -0.000035;
}
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.PointSize = 8.0;
output.Color = float4(0.035, 0.035, 0.035, 0.035);
output.GradientPos = input.GradientPos.x;
output.Pos = float4(input.Pos.xy, 1.0, 1.0);
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input, float2 pointCoord: SV_PointCoord) : SV_TARGET
{
float3 color = samplerGradientRamp.Sample(float2(input.GradientPos, 0.0)).rgb;
return float4(samplerColorMap.Sample(pointCoord).rgb * color, 1.0);
}
[shader("compute")]
[numthreads(256, 1, 1)]
void computeMain(uint3 GlobalInvocationID : SV_DispatchThreadID)
{
// Current SSBO index
uint index = GlobalInvocationID.x;
// Don't try to write beyond particle count
if (index >= ubo.particleCount) {
return;
}
// Read position and velocity
float2 vVel = particles[index].vel.xy;
float2 vPos = particles[index].pos.xy;
float2 destPos = float2(ubo.destX, ubo.destY);
float2 delta = destPos - vPos;
float targetDistance = sqrt(dot(delta, delta));
vVel += repulsion(vPos, destPos.xy) * 0.05;
// Move by velocity
vPos += vVel * ubo.deltaT;
// collide with boundary
if ((vPos.x < -1.0) || (vPos.x > 1.0) || (vPos.y < -1.0) || (vPos.y > 1.0)) {
vVel = (-vVel * 0.1) + attraction(vPos, destPos) * 12;
} else {
particles[index].pos.xy = vPos;
}
// Write back
particles[index].vel.xy = vVel;
particles[index].gradientPos.x += 0.02 * ubo.deltaT;
if (particles[index].gradientPos.x > 1.0) {
particles[index].gradientPos.x -= 1.0;
}
}