tested proper blurring of the trail
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@@ -18,6 +18,8 @@ layout(push_constant, std430) uniform Params {
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} params;
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} params;
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const float SPEED = 1.0;
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const float SPEED = 1.0;
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const float DEPOSIT = 0.5;
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float random(vec2 coords) {
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float random(vec2 coords) {
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return fract(sin(dot(coords.xy, vec2(12.9898,78.233))) * 43758.5453);
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return fract(sin(dot(coords.xy, vec2(12.9898,78.233))) * 43758.5453);
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@@ -78,7 +80,7 @@ void main() {
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agent_buffer.positions[id] = pos;
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agent_buffer.positions[id] = pos;
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agent_buffer.headings[id] = new_heading;
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agent_buffer.headings[id] = new_heading;
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float new_v = current_v + 0.3;
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float new_v = current_v + DEPOSIT;
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if (new_v > 1.0) new_v = 1.0;
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if (new_v > 1.0) new_v = 1.0;
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vec4 result = vec4(new_v, new_v, new_v, 1.0);
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vec4 result = vec4(new_v, new_v, new_v, 1.0);
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@@ -17,7 +17,8 @@ layout(push_constant, std430) uniform Params {
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float get_dissipation_from(ivec2 uv) {
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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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float v = imageLoad(current_image, uv).r;
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return v * params.dissipation_factor;
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// return v * params.dissipation_factor;
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return v;
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}
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}
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ivec2 loop_position(ivec2 pos) {
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ivec2 loop_position(ivec2 pos) {
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@@ -27,27 +28,20 @@ ivec2 loop_position(ivec2 pos) {
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// The code we want to execute in each invocation
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// The code we want to execute in each invocation
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void main() {
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void main() {
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ivec2 size = ivec2(params.texture_size.x - 1, params.texture_size.y - 1);
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ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
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ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
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ivec2 tl = ivec2(0, 0);
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float current_sum = 0.0;
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ivec2 up_uv = loop_position(uv - ivec2(0, 1));
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for (int i = -1; i <= 1; i++) {
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ivec2 down_uv = loop_position(uv + ivec2(0, 1));
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for (int j = -1; j <= 1; j++) {
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ivec2 left_uv = loop_position(uv - ivec2(1, 0));
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ivec2 kuv = loop_position(uv + ivec2(i,j));
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ivec2 right_uv = loop_position(uv + ivec2(1, 0));
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current_sum += get_dissipation_from(kuv);
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// Just in case the texture size is not divisable by 8.
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if ((uv.x > size.x) || (uv.y > size.y)) {
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return;
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}
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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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float current_v = imageLoad(current_image, uv).r;
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float new_v = current_v * params.decay_factor;
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new_v += get_dissipation_from(up_uv);
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new_v += get_dissipation_from(down_uv);
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new_v += get_dissipation_from(right_uv);
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new_v += get_dissipation_from(left_uv);
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// Kill very old trails completely
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// Kill very old trails completely
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// if (new_v < 0.001) {
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// if (new_v < 0.001) {
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@@ -56,7 +50,11 @@ void main() {
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// new_v = clamp(new_v, 0, 1);
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// new_v = clamp(new_v, 0, 1);
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vec4 result = vec4(new_v, new_v, new_v, 1.0);
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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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imageStore(output_image, uv, result);
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@@ -15,8 +15,7 @@ size = Vector2(1920, 1080)
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[node name="SlimeSimulation" type="Node2D"]
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[node name="SlimeSimulation" type="Node2D"]
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script = ExtResource("1_pxe3a")
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script = ExtResource("1_pxe3a")
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texture_size = Vector2i(1920, 1080)
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texture_size = Vector2i(1920, 1080)
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decay_factor = 0.75
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decay_factor = 0.8
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dissipation_factor = 0.06
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sensor_angle = 7.0
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sensor_angle = 7.0
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sensor_distance = 10.0
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sensor_distance = 10.0
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rng_seed = 8008
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rng_seed = 8008
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