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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;
}
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