62 lines
1.7 KiB
GLSL
62 lines
1.7 KiB
GLSL
#[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 {
|
|
vec2 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;
|
|
}
|
|
|
|
// ivec2 loop_position(vec2 pos) {
|
|
// int width = params.texture_size.x;
|
|
// int height = params.texture_size.y;
|
|
// return ivec2(mod(pos + params.texture_size, params.texture_size));
|
|
// }
|
|
|
|
// The code we want to execute in each invocation
|
|
void main() {
|
|
|
|
ivec2 size = ivec2(params.texture_size.x - 1, params.texture_size.y - 1);
|
|
ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
|
|
|
|
ivec2 tl = ivec2(0, 0);
|
|
ivec2 up_uv = clamp(uv - ivec2(0, 1), tl, size);
|
|
ivec2 down_uv = clamp(uv + ivec2(0, 1), tl, size);
|
|
ivec2 left_uv = clamp(uv - ivec2(1, 0), tl, size);
|
|
ivec2 right_uv = clamp(uv + ivec2(1, 0), tl, size);
|
|
|
|
// Just in case the texture size is not divisable by 8.
|
|
if ((uv.x > size.x) || (uv.y > size.y)) {
|
|
return;
|
|
}
|
|
|
|
float current_v = imageLoad(current_image, uv).r;
|
|
|
|
float new_v = current_v * params.decay_factor;
|
|
new_v += get_dissipation_from(up_uv);
|
|
new_v += get_dissipation_from(down_uv);
|
|
new_v += get_dissipation_from(right_uv);
|
|
new_v += get_dissipation_from(left_uv);
|
|
|
|
|
|
// new_v = clamp(new_v, 0, 1);
|
|
|
|
vec4 result = vec4(new_v, new_v, new_v, 1.0);
|
|
imageStore(output_image, uv, result);
|
|
|
|
|
|
}
|