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Vulkan-Samples/shaders/synchronization_2/glsl/particle_calculate.comp
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2025-09-04 10:54:47 +08:00

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#version 450
/* Copyright (c) 2019-2024, Sascha Willems
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
struct Particle
{
vec4 pos;
vec4 vel;
};
// Binding 0 : Position storage buffer
layout(std140, binding = 0) buffer Pos
{
Particle particles[ ];
};
layout (binding = 1) uniform UBO
{
float deltaT;
int particleCount;
} ubo;
layout (constant_id = 1) const int SHARED_DATA_SIZE = 1024;
layout (constant_id = 2) const float GRAVITY = 0.002;
layout (constant_id = 3) const float POWER = 0.75;
layout (constant_id = 4) const float SOFTEN = 0.05;
layout (local_size_x_id = 0) in;
// Share data between computer shader invocations to speed up caluclations
shared vec4 sharedData[SHARED_DATA_SIZE];
#define TIME_FACTOR 0.05
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);
}
barrier();
for (int j = 0; j < gl_WorkGroupSize.x; j++)
{
vec4 other = sharedData[j];
vec3 len = other.xyz - position.xyz;
acceleration.xyz += GRAVITY * len * other.w / pow(dot(len, len) + SOFTEN, POWER);
}
barrier();
}
particles[index].vel.xyz += ubo.deltaT * TIME_FACTOR * acceleration.xyz;
// Gradient texture position
particles[index].vel.w += 0.1 * TIME_FACTOR * ubo.deltaT;
if (particles[index].vel.w > 1.0)
particles[index].vel.w -= 1.0;
}