struct Particle { pos : vec2f, vel : vec2f, } struct SimParams { deltaT : f32, rule1Distance : f32, rule2Distance : f32, rule3Distance : f32, rule1Scale : f32, rule2Scale : f32, rule3Scale : f32, } struct Particles { particles : array, } @binding(0) @group(0) var params : SimParams; @binding(1) @group(0) var particlesA : Particles; @binding(2) @group(0) var particlesB : Particles; // https://github.com/austinEng/Project6-Vulkan-Flocking/blob/master/data/shaders/computeparticles/particle.comp @compute @workgroup_size(64) fn main(@builtin(global_invocation_id) GlobalInvocationID : vec3u) { var index = GlobalInvocationID.x; var vPos = particlesA.particles[index].pos; var vVel = particlesA.particles[index].vel; var cMass = vec2(0.0); var cVel = vec2(0.0); var colVel = vec2(0.0); var cMassCount = 0u; var cVelCount = 0u; var pos : vec2f; var vel : vec2f; for (var i = 0u; i < arrayLength(&particlesA.particles); i++) { if (i == index) { continue; } pos = particlesA.particles[i].pos.xy; vel = particlesA.particles[i].vel.xy; if (distance(pos, vPos) < params.rule1Distance) { cMass += pos; cMassCount++; } if (distance(pos, vPos) < params.rule2Distance) { colVel -= pos - vPos; } if (distance(pos, vPos) < params.rule3Distance) { cVel += vel; cVelCount++; } } if (cMassCount > 0) { cMass = (cMass / vec2(f32(cMassCount))) - vPos; } if (cVelCount > 0) { cVel /= f32(cVelCount); } vVel += (cMass * params.rule1Scale) + (colVel * params.rule2Scale) + (cVel * params.rule3Scale); // clamp velocity for a more pleasing simulation vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1); // kinematic update vPos = vPos + (vVel * params.deltaT); // Wrap around boundary if (vPos.x < -1.0) { vPos.x = 1.0; } if (vPos.x > 1.0) { vPos.x = -1.0; } if (vPos.y < -1.0) { vPos.y = 1.0; } if (vPos.y > 1.0) { vPos.y = -1.0; } // Write back particlesB.particles[index].pos = vPos; particlesB.particles[index].vel = vVel; }