Files
slime-moldies/shaders/agents_cs.glsl

71 lines
2.2 KiB
GLSL

#[compute]
#version 450
// Invocations in the (x, y, z) dimension
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
layout(r32f, binding = 0) uniform restrict readonly image2D current_trail;
layout(r32f, binding = 1) uniform restrict writeonly image2D output_trail;
layout(binding = 2) restrict buffer AgentBuffer {
vec2 positions[1024*1024];
float headings[1024*1024];
} agent_buffer;
layout(push_constant, std430) uniform Params {
ivec2 texture_size;
float sensor_angle;
float sensor_distance;
} params;
const float SPEED = 1.0;
void main() {
ivec2 size = ivec2(params.texture_size.x - 1, params.texture_size.y - 1);
uint id = gl_GlobalInvocationID.x;
vec2 position = agent_buffer.positions[id];
float heading = agent_buffer.headings[id];
float sa = params.sensor_angle;
float left_heading = heading - sa;
float right_heading = heading + sa;
vec2 left_detect_dir = vec2(cos(left_heading), sin(left_heading));
vec2 right_detect_dir = vec2(cos(right_heading), sin(right_heading));
vec2 forward_detect_dir = vec2(cos(heading), sin(heading));
float sd = params.sensor_distance;
vec2 left_detect_pos = position + left_detect_dir * sd;
vec2 right_detect_pos = position + right_detect_dir * sd;
vec2 forward_detect_pos = position + forward_detect_dir * sd;
left_detect_pos = mod(left_detect_pos, size);
right_detect_pos = mod(right_detect_pos, size);
forward_detect_pos = mod(forward_detect_pos, size);
float left = imageLoad(current_trail, ivec2(left_detect_pos)).r;
float right = imageLoad(current_trail, ivec2(right_detect_pos)).r;
float forward = imageLoad(current_trail, ivec2(forward_detect_pos)).r;
vec2 pos = position;
if (left > forward && left > right) {
pos += left_detect_dir * SPEED;
} else if (right > forward && right > left) {
pos += right_detect_dir * SPEED;
} else {
pos += forward_detect_dir * SPEED;
}
pos = mod(pos, size);
agent_buffer.positions[id] = pos;
ivec2 uv = ivec2(pos);
float current_v = imageLoad(current_trail, uv).r;
float new_v = current_v + 0.3;
vec4 result = vec4(new_v, new_v, new_v, 1.0);
imageStore(output_trail, uv, result);
}