2016-02-16 15:07:25 +01:00
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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struct Particle
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{
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2016-04-21 11:21:48 +02:00
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vec2 pos;
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vec2 vel;
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2016-05-14 23:09:17 +02:00
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vec4 gradientPos;
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2016-02-16 15:07:25 +01:00
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};
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// Binding 0 : Position storage buffer
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layout(std140, binding = 0) buffer Pos
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{
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Particle particles[ ];
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};
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layout (local_size_x = 16, local_size_y = 16) in;
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layout (binding = 1) uniform UBO
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{
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float deltaT;
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float destX;
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float destY;
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int particleCount;
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} ubo;
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2016-04-21 11:21:48 +02:00
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vec2 attraction(vec2 pos, vec2 attractPos)
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2016-02-16 15:07:25 +01:00
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{
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vec2 delta = attractPos - pos;
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2016-02-16 15:07:25 +01:00
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const float damp = 0.5;
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float dDampedDot = dot(delta, delta) + damp;
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float invDist = 1.0f / sqrt(dDampedDot);
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float invDistCubed = invDist*invDist*invDist;
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2016-04-21 11:21:48 +02:00
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return delta * invDistCubed * 0.0035;
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}
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vec2 repulsion(vec2 pos, vec2 attractPos)
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{
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vec2 delta = attractPos - pos;
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float targetDistance = sqrt(dot(delta, delta));
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return delta * (1.0 / (targetDistance * targetDistance * targetDistance)) * -0.000035;
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2016-02-16 15:07:25 +01:00
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}
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void main()
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{
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// Current SSBO index
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uint index = gl_GlobalInvocationID.x;
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// Don't try to write beyond particle count
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if (index >= ubo.particleCount)
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return;
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// Read position and velocity
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2016-04-21 11:21:48 +02:00
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vec2 vVel = particles[index].vel.xy;
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vec2 vPos = particles[index].pos.xy;
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vec2 destPos = vec2(ubo.destX, ubo.destY);
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vec2 delta = destPos - vPos;
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float targetDistance = sqrt(dot(delta, delta));
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vVel += repulsion(vPos, destPos.xy) * 0.05;
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2016-02-16 15:07:25 +01:00
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// Move by velocity
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vPos += vVel * ubo.deltaT;
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2016-04-21 11:21:48 +02:00
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// collide with boundary
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if ((vPos.x < -1.0) || (vPos.x > 1.0) || (vPos.y < -1.0) || (vPos.y > 1.0))
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vVel = (-vVel * 0.1) + attraction(vPos, destPos) * 12;
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else
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particles[index].pos.xy = vPos;
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2016-02-16 15:07:25 +01:00
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// Write back
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2016-04-21 11:21:48 +02:00
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particles[index].vel.xy = vVel;
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2016-05-14 23:09:17 +02:00
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particles[index].gradientPos.x += 0.02 * ubo.deltaT;
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if (particles[index].gradientPos.x > 1.0)
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particles[index].gradientPos.x -= 1.0;
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2016-02-16 15:07:25 +01:00
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}
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