procedural-3d-engine/data/shaders/computeparticles/particle.comp

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2016-02-16 15:07:25 +01:00
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
struct Particle
{
vec4 pos;
vec4 col;
vec4 vel;
};
// Binding 0 : Position storage buffer
layout(std140, binding = 0) buffer Pos
{
Particle particles[ ];
};
layout (local_size_x = 16, local_size_y = 16) in;
layout (binding = 1) uniform UBO
{
float deltaT;
float destX;
float destY;
int particleCount;
} ubo;
vec3 attraction(vec3 pos, vec3 attractPos)
{
vec3 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 * 0.00035;
}
void main()
{
// Current SSBO index
uint index = gl_GlobalInvocationID.x;
// Don't try to write beyond particle count
if (index >= ubo.particleCount)
return;
// Read position and velocity
vec3 vPos = particles[index].pos.xyz;
vec3 vVel = particles[index].vel.xyz;
vec3 destPos = vec3(ubo.destX, ubo.destY, 0.0);
// Calculate new velocity depending on attraction point
vVel += attraction(vPos, destPos.xyz);
// Move by velocity
vPos += vVel * ubo.deltaT;
if ((vPos.x < -1.0) || (vPos.x > 1.0))
vVel.x -= vVel.x;
// Write back
particles[index].pos.xyz = vPos;
particles[index].vel.xyz = vVel;
}