Finished shader; split to targets cpu, opengl and vulkan
This commit is contained in:
@ -1,64 +0,0 @@
|
||||
#version 460 core
|
||||
#extension GL_ARB_compute_shader : enable
|
||||
#extension GL_ARB_shader_storage_buffer_object : enable
|
||||
|
||||
struct particle
|
||||
{
|
||||
vec3 pos;
|
||||
vec3 vel;
|
||||
vec3 col;
|
||||
float age;
|
||||
};
|
||||
|
||||
layout(std430, binding = 0) buffer particles
|
||||
{
|
||||
particle p[];
|
||||
};
|
||||
|
||||
uniform float dt;
|
||||
uniform vec3 resetPos;
|
||||
uniform uint seed;
|
||||
|
||||
layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
|
||||
|
||||
float rand()
|
||||
{
|
||||
uint seedR;
|
||||
seedR = (seed * 1103515245u + 12345u);
|
||||
return float(seed) / 4294967296.0;
|
||||
}
|
||||
|
||||
vec3 rand3() {
|
||||
vec3 result;
|
||||
uint seedR;
|
||||
seedR = (seed * 1103515245u + 12345u);
|
||||
result.x = float(seed);
|
||||
seedR = (seed * 1103515245u + 12345u);
|
||||
result.y = float(seed);
|
||||
seedR = (seed * 1103515245u + 12345u);
|
||||
result.z = float(seed);
|
||||
return (result / 2147483648.0) - vec3(1,1,1);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
uint gid = gl_GlobalInvocationID.x;
|
||||
particle part = p[gid];
|
||||
|
||||
if (part.age < 0 || part.pos.x > 1 || part.pos.y > 1 || part.pos.z > 1
|
||||
|| part.pos.x < -1 || part.pos.y < -1 || part.pos.z < -1 )
|
||||
{
|
||||
part.pos = resetPos;
|
||||
part.vel = rand3();
|
||||
part.col = vec3(rand(), rand(), rand());
|
||||
part.age = rand() * 0x7fff * 0.01f;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
part.pos += part.vel * dt;
|
||||
part.age -= 0.01f;
|
||||
}
|
||||
|
||||
p[gid] = part;
|
||||
}
|
@ -1,9 +0,0 @@
|
||||
#version 460 core
|
||||
|
||||
in vec3 colV;
|
||||
out vec4 colOut;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
colOut = vec4(colV, 1);
|
||||
}
|
@ -1,12 +0,0 @@
|
||||
#version 460 core
|
||||
|
||||
layout(points) in;
|
||||
layout(points, max_vertices = 256) out;
|
||||
|
||||
in vec3 colV;
|
||||
out vec3 colG;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
colG = colV;
|
||||
}
|
@ -1,30 +0,0 @@
|
||||
#version 460 core
|
||||
|
||||
layout (points) in;
|
||||
layout (points) out;
|
||||
layout (max_vertices = 40) out;
|
||||
|
||||
in vec3 pos0[];
|
||||
in vec3 vel0[];
|
||||
in vec3 col0[];
|
||||
in float age0[];
|
||||
|
||||
out vec3 posOut;
|
||||
out vec3 velOut;
|
||||
out vec3 colOut;
|
||||
out float ageOut;
|
||||
|
||||
void main()
|
||||
{
|
||||
if (age0[0] < 0)
|
||||
{
|
||||
posOut = vec3(0, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
posOut = pos0[0];
|
||||
velOut = vel0[0];
|
||||
colOut = col0[0];
|
||||
ageOut = age0[0] - 0.01f;
|
||||
}
|
||||
}
|
@ -1,19 +0,0 @@
|
||||
#version 460 core
|
||||
|
||||
layout (location = 0) in vec3 pos; // the position variable has attribute position 0
|
||||
layout (location = 1) in vec3 vel; // the velocity variable has attribute position 1
|
||||
layout (location = 2) in vec3 col; // the color variable has attribute position 2
|
||||
layout (location = 3) in float age; // the age variable has attribute position 3
|
||||
|
||||
out vec3 pos0;
|
||||
out vec3 vel0;
|
||||
out vec3 col0;
|
||||
out float age0;
|
||||
|
||||
void main()
|
||||
{
|
||||
pos0 = pos;
|
||||
vel0 = vel;
|
||||
col0 = col;
|
||||
age0 = age;
|
||||
}
|
87
shaders/opengl/ComputeShader.glsl
Normal file
87
shaders/opengl/ComputeShader.glsl
Normal file
@ -0,0 +1,87 @@
|
||||
#version 460
|
||||
|
||||
#define FLOAT_MAX 4294967296.0f
|
||||
|
||||
struct particle
|
||||
{
|
||||
float px, py, pz;
|
||||
float vx, vy, vz;
|
||||
float cx, cy, cz;
|
||||
float age;
|
||||
};
|
||||
|
||||
layout(std430, binding = 0) buffer particles
|
||||
{
|
||||
particle p[];
|
||||
};
|
||||
|
||||
layout(location = 0) uniform float dt;
|
||||
layout(location = 1) uniform vec3 resetPos;
|
||||
layout(location = 2) uniform uint maxParticles;
|
||||
|
||||
layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
|
||||
|
||||
uint hash(uvec3 seed)
|
||||
{
|
||||
uint hash;
|
||||
hash = (seed.x ^ 61u) ^ (seed.y >> 16u);
|
||||
hash *= 9u;
|
||||
hash = seed.z ^ (seed.x >> 4u);
|
||||
hash *= 0x27d4eb2du;
|
||||
hash = seed.y ^ (seed.z >> 15u);
|
||||
return hash;
|
||||
}
|
||||
|
||||
uint rand(uint seed)
|
||||
{
|
||||
// Xorshift algorithm from George Marsaglia's paper
|
||||
seed ^= (seed << 13u);
|
||||
seed ^= (seed >> 17u);
|
||||
seed ^= (seed << 5u);
|
||||
return seed;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
uint gid = gl_GlobalInvocationID.x;
|
||||
|
||||
if (gid <= maxParticles)
|
||||
{
|
||||
particle part = p[gid];
|
||||
|
||||
uint hash1 = hash(uvec3(uint(part.px * FLOAT_MAX), uint(part.cy * FLOAT_MAX), uint(part.vz * FLOAT_MAX)));
|
||||
uint hash2 = hash(uvec3(uint(part.vx * FLOAT_MAX), uint(part.py * FLOAT_MAX), uint(part.cz * FLOAT_MAX)));
|
||||
uint hash3 = hash(uvec3(uint(part.cx * FLOAT_MAX), uint(part.vy * FLOAT_MAX), uint(part.pz * FLOAT_MAX)));
|
||||
|
||||
if (part.age < 0 || part.px > 1 || part.py > 1 || part.pz > 1 || part.px < -1 || part.py < -1 || part.pz < -1)
|
||||
{
|
||||
part.px = resetPos.x;
|
||||
part.py = resetPos.y;
|
||||
part.pz = resetPos.z;
|
||||
|
||||
part.age = rand(hash(uvec3(hash1, hash2, hash3))) % (250 - 60 + 1) + 60;
|
||||
|
||||
part.vx = (rand(hash1) % 2 == 0 ? 1 : -1) * float(rand(hash2)) * (1.0f / FLOAT_MAX);
|
||||
part.vy = (rand(hash3) % 2 == 0 ? -1 : 1) * float(rand(hash1)) * (1.0f / FLOAT_MAX);
|
||||
part.vz = (rand(hash2) % 2 == 0 ? 1 : -1) * float(rand(hash3)) * (1.0f / FLOAT_MAX);
|
||||
|
||||
part.cx = float(rand(hash1)) * (1.0f / FLOAT_MAX);
|
||||
part.cy = float(rand(hash1)) * (1.0f / FLOAT_MAX);
|
||||
part.cz = float(rand(hash1)) * (1.0f / FLOAT_MAX);
|
||||
}
|
||||
else
|
||||
{
|
||||
part.px += part.vx * dt;
|
||||
part.py += part.vy * dt;
|
||||
part.pz += part.vz * dt;
|
||||
|
||||
part.cx = float(rand(hash1)) * (1.0f / FLOAT_MAX);
|
||||
part.cy = float(rand(hash1)) * (1.0f / FLOAT_MAX);
|
||||
part.cz = float(rand(hash1)) * (1.0f / FLOAT_MAX);
|
||||
|
||||
part.age -= 0.01f;
|
||||
}
|
||||
|
||||
p[gid] = part;
|
||||
}
|
||||
}
|
@ -1,9 +1,9 @@
|
||||
#version 460 core
|
||||
#version 460
|
||||
|
||||
layout(location = 0) in vec3 pos;
|
||||
layout(location = 1) in vec3 colIn;
|
||||
|
||||
out vec3 colV;
|
||||
layout(location = 0) out vec3 colV;
|
||||
|
||||
void main(void)
|
||||
{
|
Reference in New Issue
Block a user