procedural-3d-engine/shaders/glsl/computenbody/particle_calculate.comp

75 lines
1.5 KiB
Text
Raw Normal View History

#version 450
struct Particle
{
vec4 pos;
vec4 vel;
};
// Binding 0 : Position storage buffer
layout(std140, binding = 0) buffer Pos
{
Particle particles[ ];
};
layout (local_size_x = 256) in;
layout (binding = 1) uniform UBO
{
float deltaT;
int particleCount;
float gravity;
float power;
float soften;
} ubo;
layout (constant_id = 0) const int SHARED_DATA_SIZE = 512;
// Share data between computer shader invocations to speed up caluclations
shared vec4 sharedData[SHARED_DATA_SIZE];
void main()
{
// Current SSBO index
uint index = gl_GlobalInvocationID.x;
if (index >= ubo.particleCount)
return;
vec4 position = particles[index].pos;
vec4 velocity = particles[index].vel;
vec4 acceleration = vec4(0.0);
for (int i = 0; i < ubo.particleCount; i += SHARED_DATA_SIZE)
{
if (i + gl_LocalInvocationID.x < ubo.particleCount)
{
sharedData[gl_LocalInvocationID.x] = particles[i + gl_LocalInvocationID.x].pos;
}
else
{
sharedData[gl_LocalInvocationID.x] = vec4(0.0);
}
memoryBarrierShared();
barrier();
for (int j = 0; j < gl_WorkGroupSize.x; j++)
{
vec4 other = sharedData[j];
vec3 len = other.xyz - position.xyz;
acceleration.xyz += ubo.gravity * len * other.w / pow(dot(len, len) + ubo.soften, ubo.power);
}
memoryBarrierShared();
barrier();
}
particles[index].vel.xyz += ubo.deltaT * acceleration.xyz;
// Gradient texture position
particles[index].vel.w += 0.1 * ubo.deltaT;
if (particles[index].vel.w > 1.0) {
particles[index].vel.w -= 1.0;
}
}