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