NazaraEngine/assets/shaders/compute/compute_particles.nzsl

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[nzsl_version("1.0")]
module Compute.Particles;
[layout(std140)]
struct Particle
{
color: vec3[f32],
position: vec2[f32],
targetPosition: vec2[f32],
velocity: vec2[f32]
}
[layout(std140)]
struct ParticleData
{
particle_count: u32,
particles: dyn_array[Particle]
}
[layout(std140)]
struct SceneData
{
deltaTime: f32,
mousePos: vec2[f32],
effectRadius: f32
}
external
{
[binding(0)] data: storage[ParticleData],
[binding(1)] sceneData: uniform[SceneData]
}
struct Input
{
[builtin(global_invocation_indices)] indices: vec3[u32]
}
[entry(compute)]
[workgroup(64, 1, 1)]
fn main(input: Input)
{
let index = input.indices.x;
if (index >= data.particle_count)
return;
// Gets pushed by the cursor
let attract_pos = sceneData.mousePos;
let dist = length(attract_pos - data.particles[index].position);
data.particles[index].velocity -= 10000.0 * sceneData.effectRadius / min(dist, sceneData.effectRadius) * sceneData.deltaTime * (attract_pos - data.particles[index].position) / (dist * dist * dist * dist);
// But want to return to their original position
let dist = length(data.particles[index].targetPosition - data.particles[index].position);
let shouldUseDir = dist < 1.0;
data.particles[index].velocity += 100.0 * sceneData.deltaTime * select(shouldUseDir, normalize(data.particles[index].targetPosition - data.particles[index].position), vec2[f32](0.0, 0.0));
// Lose speed with time
let damping = pow(0.5, sceneData.deltaTime);
data.particles[index].velocity *= damping;
// Move particle
data.particles[index].position += data.particles[index].velocity * sceneData.deltaTime;
}