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slime-moldies/shaders/decay_cs.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 {
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);
}