#version 310 es layout(local_size_x = 64) in; layout(std430, binding = 0) readonly buffer Distribution { vec2 distribution[]; }; layout(std430, binding = 1) writeonly buffer HeightmapFFT { uint heights[]; }; layout(binding = 2, std140) uniform UBO { vec4 uModTime; }; vec2 alias(vec2 i, vec2 N) { return mix(i, i - N, greaterThan(i, 0.5 * N)); } vec4 cmul(vec4 a, vec4 b) { vec4 r3 = a.yxwz; vec4 r1 = b.xxzz; vec4 R0 = a * r1; vec4 r2 = b.yyww; vec4 R1 = r2 * r3; return R0 + vec4(-R1.x, R1.y, -R1.z, R1.w); } vec2 cmul(vec2 a, vec2 b) { vec2 r3 = a.yx; vec2 r1 = b.xx; vec2 R0 = a * r1; vec2 r2 = b.yy; vec2 R1 = r2 * r3; return R0 + vec2(-R1.x, R1.y); } uint pack2(vec2 v) { return packHalf2x16(v); } uvec2 pack4(vec4 v) { return uvec2(packHalf2x16(v.xy), packHalf2x16(v.zw)); } uvec2 workaround_mix(uvec2 a, uvec2 b, bvec2 sel) { return uvec2(sel.x ? b.x : a.x, sel.y ? b.y : a.y); } void generate_heightmap() { uvec2 N = gl_WorkGroupSize.xy * gl_NumWorkGroups.xy; uvec2 i = gl_GlobalInvocationID.xy; // Pick out the negative frequency variant. uvec2 wi = workaround_mix(N - i, uvec2(0u), equal(i, uvec2(0u))); // Pick out positive and negative travelling waves. vec2 a = distribution[i.y * N.x + i.x]; vec2 b = distribution[wi.y * N.x + wi.x]; vec2 k = uModTime.xy * alias(vec2(i), vec2(N)); float k_len = length(k); const float G = 9.81; // If this sample runs for hours on end, the cosines of very large numbers will eventually become unstable. // It is fairly easy to fix this by wrapping uTime, // and quantizing w such that wrapping uTime does not change the result. // See Tessendorf's paper for how to do it. // The sqrt(G * k_len) factor represents how fast ocean waves at different frequencies propagate. float w = sqrt(G * k_len) * uModTime.z; float cw = cos(w); float sw = sin(w); // Complex multiply to rotate our frequency samples. a = cmul(a, vec2(cw, sw)); b = cmul(b, vec2(cw, sw)); b = vec2(b.x, -b.y); // Complex conjugate since we picked a frequency with the opposite direction. vec2 res = a + b; // Sum up forward and backwards travelling waves. heights[i.y * N.x + i.x] = pack2(res); } void main() { generate_heightmap(); }