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path: root/workspaces/main/shaders/particle_compute_v2.wgsl
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-rw-r--r--workspaces/main/shaders/particle_compute_v2.wgsl31
1 files changed, 31 insertions, 0 deletions
diff --git a/workspaces/main/shaders/particle_compute_v2.wgsl b/workspaces/main/shaders/particle_compute_v2.wgsl
new file mode 100644
index 0000000..3683826
--- /dev/null
+++ b/workspaces/main/shaders/particle_compute_v2.wgsl
@@ -0,0 +1,31 @@
+// Particle simulation (compute shader) - V2
+struct Particle {
+ pos: vec4<f32>,
+ vel: vec4<f32>,
+ rot: vec4<f32>,
+ color: vec4<f32>,
+};
+
+#include "sequence_v2_uniforms"
+
+@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
+@group(0) @binding(1) var<uniform> uniforms: UniformsSequenceParams;
+
+@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];
+ let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
+ p.pos = vec4<f32>(new_pos, p.pos.w);
+ p.vel.y = p.vel.y - 0.01 * (1.0 + uniforms.audio_intensity * 5.0);
+ p.rot.x = p.rot.x + p.rot.y * 0.016;
+ if (p.pos.y < -1.5) {
+ p.pos.y = 1.5;
+ p.pos.x = (f32(i % 100u) / 50.0) - 1.0 + (uniforms.audio_intensity * 0.5);
+ p.vel.y = 0.0;
+ }
+ particles[i] = p;
+}