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swarm.comp
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swarm.comp
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#version 310 es
#!include "noise3D.glsl"
vec3 noise3(vec3 v)
{
return vec3(
snoise(v + vec3(42000., 0., 0.)),
snoise(v + vec3(0., 4200., 0.)),
snoise(v + vec3(0., 0., 4200.))
);
}
layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
struct Particle {
vec3 pos;
float life;
vec3 vel;
float age;
};
uniform float dt;
const float LIFE_MEAN = 5.;
const float LIFE_VARIANCE = 2.;
const float DAMPENING = .0001;
const float FIELD_STRENGTH = 5.;
layout (binding = 1) buffer original_t {
Particle particles[];
} original;
layout (binding = 2) buffer swarm_t {
Particle particles[];
} swarm;
void main(void)
{
uint id = gl_GlobalInvocationID.x;
vec3 field = noise3(swarm.particles[id].pos) * 1.;
vec3 dv = FIELD_STRENGTH * field;
vec3 dp = (swarm.particles[id].vel + dv/2.) * dt;
swarm.particles[id].vel += (DAMPENING * -swarm.particles[id].vel) + dv * dt;
swarm.particles[id].pos += dp;
swarm.particles[id].age += dt;
if (swarm.particles[id].age >= swarm.particles[id].life) {
swarm.particles[id].life = LIFE_MEAN + LIFE_VARIANCE * snoise(vec3(float(id), 0., 0.));
swarm.particles[id].age = 0.;
swarm.particles[id].pos = vec3(0., 0., 0.);
swarm.particles[id].vel = noise3(vec3(float(id) * .001, 0., 1.));
}
}