saving what I've done
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@@ -7,8 +7,8 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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layout(r32f, binding = 0) uniform restrict readonly image2D current_trail;
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layout(r32f, binding = 1) uniform restrict writeonly image2D output_trail;
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layout(binding = 2) restrict buffer AgentBuffer {
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vec2 positions[1024];
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float headings[1024];
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vec2 positions[1024 * 1024];
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float headings[1024 * 1024];
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} agent_buffer;
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layout(push_constant, std430) uniform Params {
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@@ -19,13 +19,17 @@ layout(push_constant, std430) uniform Params {
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const float SPEED = 1.0;
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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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}
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vec2 loop_position(vec2 pos) {
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int width = params.texture_size.x;
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int height = params.texture_size.y;
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if (pos.x > width) pos.x = mod(pos.x, width);
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if (pos.y > height) pos.y = mod(pos.y, height);
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if (pos.x < 0) pos.x = width - pos.x;
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if (pos.y < 0) pos.y = height - pos.y;
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if (pos.x < 0) pos.x = width + pos.x;
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if (pos.y < 0) pos.y = height + pos.y;
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return pos;
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}
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