building a pure graphics pipeline version of this
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61
slime_simulation_cs/shaders/decay_cs.glsl
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61
slime_simulation_cs/shaders/decay_cs.glsl
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#[compute]
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#version 450
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// Invocations in the (x, y, z) dimension
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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// Our textures.
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layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D current_image;
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layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D output_image;
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// PushConstants
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layout(push_constant, std430) uniform Params {
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ivec2 texture_size;
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float decay_factor;
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float dissipation_factor;
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} params;
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float get_dissipation_from(ivec2 uv) {
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float v = imageLoad(current_image, uv).r;
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// return v * params.dissipation_factor;
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return v;
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}
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ivec2 loop_position(ivec2 pos) {
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return pos % params.texture_size;
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}
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// The code we want to execute in each invocation
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void main() {
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ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
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float current_sum = 0.0;
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for (int i = -1; i <= 1; i++) {
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for (int j = -1; j <= 1; j++) {
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ivec2 kuv = loop_position(uv + ivec2(i,j));
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current_sum += get_dissipation_from(kuv);
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}
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}
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// ivec2 up_uv = loop_position(uv - ivec2(0, 1));
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// ivec2 down_uv = loop_position(uv + ivec2(0, 1));
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// ivec2 left_uv = loop_position(uv - ivec2(1, 0));
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// ivec2 right_uv = loop_position(uv + ivec2(1, 0));
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// Kill very old trails completely
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// if (new_v < 0.001) {
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// new_v = 0;
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// }
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// new_v = clamp(new_v, 0, 1);
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// This is good when not using trail for showind as is.
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// https://github.com/Bleuje/physarum-36p/blob/main/bin/data/shaders/computeshader_deposit.glsl
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current_sum = current_sum / pow(3.0, 2.0);
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vec4 result = vec4(vec3(current_sum), 1.0);
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imageStore(output_image, uv, result);
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}
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