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particle.comp
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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
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 = 16, local_size_y = 16) 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;
}