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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, 0 insertions, 31 deletions
diff --git a/workspaces/main/shaders/particle_compute_v2.wgsl b/workspaces/main/shaders/particle_compute_v2.wgsl
deleted file mode 100644
index 3683826..0000000
--- a/workspaces/main/shaders/particle_compute_v2.wgsl
+++ /dev/null
@@ -1,31 +0,0 @@
-// 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;
-}