procedural-3d-engine/shaders/slang/computenbody/particle_integrate.slang

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct Particle
{
float4 pos;
float4 vel;
};
// Binding 0 : Position storage buffer
RWStructuredBuffer<Particle> particles;
struct UBO
{
float deltaT;
int particleCount;
};
ConstantBuffer<UBO> ubo;
[shader("compute")]
[numthreads(256, 1, 1)]
void computeMain(uint3 GlobalInvocationID : SV_DispatchThreadID)
{
int index = int(GlobalInvocationID.x);
float4 position = particles[index].pos;
float4 velocity = particles[index].vel;
position += ubo.deltaT * velocity;
particles[index].pos = position;
}