#version 460 #define FLOAT_MAX 4294967296.0f #define FLOAT_FACTOR 0.00000000023283064365386962890625f 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) { seed ^= (seed << 13u); seed ^= (seed >> 17u); seed ^= (seed << 5u); return seed; } int foreSign(uint seed) { return rand(seed) % 2 == 0 ? 1 : -1; } 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 = foreSign(hash1) * float(rand(hash2)) * FLOAT_FACTOR; part.vy = foreSign(hash3) * float(rand(hash1)) * FLOAT_FACTOR; part.vz = foreSign(hash2) * float(rand(hash3)) * FLOAT_FACTOR; part.cx = float(rand(hash1 ^ hash2)) * FLOAT_FACTOR; part.cy = float(rand(hash2 ^ hash3)) * FLOAT_FACTOR; part.cz = float(rand(hash3 ^ hash1)) * FLOAT_FACTOR; } else { part.px += part.vx * dt; part.py += part.vy * dt; part.pz += part.vz * dt; part.age -= 0.01f; } p[gid] = part; } }