diff options
Diffstat (limited to 'assets/final/shaders/particle_spray_compute.wgsl')
| -rw-r--r-- | assets/final/shaders/particle_spray_compute.wgsl | 40 |
1 files changed, 40 insertions, 0 deletions
diff --git a/assets/final/shaders/particle_spray_compute.wgsl b/assets/final/shaders/particle_spray_compute.wgsl new file mode 100644 index 0000000..55fa8e9 --- /dev/null +++ b/assets/final/shaders/particle_spray_compute.wgsl @@ -0,0 +1,40 @@ +struct Particle { + pos: vec4<f32>, + vel: vec4<f32>, + rot: vec4<f32>, + color: vec4<f32>, +}; + +struct Uniforms { + intensity: f32, + aspect_ratio: f32, + time: f32, + beat: f32, +}; + +@group(0) @binding(0) var<storage, read_write> particles: array<Particle>; +@group(0) @binding(1) var<uniform> uniforms: Uniforms; + +fn hash(p: f32) -> f32 { + return fract(sin(p) * 43758.5453); +} + +@compute @workgroup_size(64) +fn main(@builtin(global_invocation_id) id: vec3<u32>) { + let i = id.x; + if (i >= arrayLength(&particles)) { + return; + } + var p = particles[i]; + if (p.pos.w <= 0.0) { + let r = hash(f32(i) + uniforms.time); + let angle = r * 6.28318; + p.pos = vec4<f32>(0.0, 0.0, 0.0, 1.0); + p.vel = vec4<f32>(cos(angle), sin(angle), 0.0, 0.0) * (0.5 + hash(r) * 0.5) * (1.0 + uniforms.intensity * 2.0); + p.color = vec4<f32>(hash(r + 0.1), hash(r + 0.2), 1.0, 1.0); + } + let new_pos = p.pos.xyz + p.vel.xyz * 0.016; + p.pos = vec4<f32>(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat)); + p.vel.y = p.vel.y - 0.01; + particles[i] = p; +} |
