Move shaders into glsl and hlsl directories
Move `data/shaders` to `data/shaders/glsl` Move `data/hlsl` to `data/shaders/hlsl` Fix up shader paths in the cpp files to point to the new glsl location. `data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for now). Issue: #723
This commit is contained in:
parent
cac1d2e850
commit
ca884587a4
1043 changed files with 1207 additions and 1201 deletions
76
data/shaders/glsl/computeparticles/particle.comp
Normal file
76
data/shaders/glsl/computeparticles/particle.comp
Normal file
|
|
@ -0,0 +1,76 @@
|
|||
#version 450
|
||||
|
||||
struct Particle
|
||||
{
|
||||
vec2 pos;
|
||||
vec2 vel;
|
||||
vec4 gradientPos;
|
||||
};
|
||||
|
||||
// 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;
|
||||
float destX;
|
||||
float destY;
|
||||
int particleCount;
|
||||
} ubo;
|
||||
|
||||
vec2 attraction(vec2 pos, vec2 attractPos)
|
||||
{
|
||||
vec2 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;
|
||||
}
|
||||
|
||||
vec2 repulsion(vec2 pos, vec2 attractPos)
|
||||
{
|
||||
vec2 delta = attractPos - pos;
|
||||
float targetDistance = sqrt(dot(delta, delta));
|
||||
return delta * (1.0 / (targetDistance * targetDistance * targetDistance)) * -0.000035;
|
||||
}
|
||||
|
||||
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
|
||||
vec2 vVel = particles[index].vel.xy;
|
||||
vec2 vPos = particles[index].pos.xy;
|
||||
|
||||
vec2 destPos = vec2(ubo.destX, ubo.destY);
|
||||
|
||||
vec2 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;
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue