glslang/Test/spv.debuginfo.glsl.comp

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/*
The MIT License (MIT)
Copyright (c) 2022 Sascha Willems
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#version 450
struct Particle {
vec4 pos;
vec4 vel;
vec4 uv;
vec4 normal;
float pinned;
};
layout(std430, binding = 0) buffer ParticleIn {
Particle particleIn[ ];
};
layout(std430, binding = 1) buffer ParticleOut {
Particle particleOut[ ];
};
// todo: use shared memory to speed up calculation
layout (local_size_x = 10, local_size_y = 10) in;
layout (binding = 2) uniform UBO
{
float deltaT;
float particleMass;
float springStiffness;
float damping;
float restDistH;
float restDistV;
float restDistD;
float sphereRadius;
vec4 spherePos;
vec4 gravity;
ivec2 particleCount;
} params;
layout (push_constant) uniform PushConsts {
uint calculateNormals;
} pushConsts;
vec3 springForce(vec3 p0, vec3 p1, float restDist)
{
vec3 dist = p0 - p1;
return normalize(dist) * params.springStiffness * (length(dist) - restDist);
}
void main()
{
uvec3 id = gl_GlobalInvocationID;
uint index = id.y * params.particleCount.x + id.x;
if (index > params.particleCount.x * params.particleCount.y)
return;
// Pinned?
if (particleIn[index].pinned == 1.0) {
particleOut[index].pos = particleOut[index].pos;
particleOut[index].vel = vec4(0.0);
return;
}
// Initial force from gravity
vec3 force = params.gravity.xyz * params.particleMass;
vec3 pos = particleIn[index].pos.xyz;
vec3 vel = particleIn[index].vel.xyz;
// Spring forces from neighboring particles
// left
if (id.x > 0) {
force += springForce(particleIn[index-1].pos.xyz, pos, params.restDistH);
}
// right
if (id.x < params.particleCount.x - 1) {
force += springForce(particleIn[index + 1].pos.xyz, pos, params.restDistH);
}
// upper
if (id.y < params.particleCount.y - 1) {
force += springForce(particleIn[index + params.particleCount.x].pos.xyz, pos, params.restDistV);
}
// lower
if (id.y > 0) {
force += springForce(particleIn[index - params.particleCount.x].pos.xyz, pos, params.restDistV);
}
// upper-left
if ((id.x > 0) && (id.y < params.particleCount.y - 1)) {
force += springForce(particleIn[index + params.particleCount.x - 1].pos.xyz, pos, params.restDistD);
}
// lower-left
if ((id.x > 0) && (id.y > 0)) {
force += springForce(particleIn[index - params.particleCount.x - 1].pos.xyz, pos, params.restDistD);
}
// upper-right
if ((id.x < params.particleCount.x - 1) && (id.y < params.particleCount.y - 1)) {
force += springForce(particleIn[index + params.particleCount.x + 1].pos.xyz, pos, params.restDistD);
}
// lower-right
if ((id.x < params.particleCount.x - 1) && (id.y > 0)) {
force += springForce(particleIn[index - params.particleCount.x + 1].pos.xyz, pos, params.restDistD);
}
force += (-params.damping * vel);
// Integrate
vec3 f = force * (1.0 / params.particleMass);
particleOut[index].pos = vec4(pos + vel * params.deltaT + 0.5 * f * params.deltaT * params.deltaT, 1.0);
particleOut[index].vel = vec4(vel + f * params.deltaT, 0.0);
// Sphere collision
vec3 sphereDist = particleOut[index].pos.xyz - params.spherePos.xyz;
if (length(sphereDist) < params.sphereRadius + 0.01) {
// If the particle is inside the sphere, push it to the outer radius
particleOut[index].pos.xyz = params.spherePos.xyz + normalize(sphereDist) * (params.sphereRadius + 0.01);
// Cancel out velocity
particleOut[index].vel = vec4(0.0);
}
// Normals
if (pushConsts.calculateNormals == 1) {
vec3 normal = vec3(0.0);
vec3 a, b, c;
if (id.y > 0) {
if (id.x > 0) {
a = particleIn[index - 1].pos.xyz - pos;
b = particleIn[index - params.particleCount.x - 1].pos.xyz - pos;
c = particleIn[index - params.particleCount.x].pos.xyz - pos;
normal += cross(a,b) + cross(b,c);
}
if (id.x < params.particleCount.x - 1) {
a = particleIn[index - params.particleCount.x].pos.xyz - pos;
b = particleIn[index - params.particleCount.x + 1].pos.xyz - pos;
c = particleIn[index + 1].pos.xyz - pos;
normal += cross(a,b) + cross(b,c);
}
}
if (id.y < params.particleCount.y - 1) {
if (id.x > 0) {
a = particleIn[index + params.particleCount.x].pos.xyz - pos;
b = particleIn[index + params.particleCount.x - 1].pos.xyz - pos;
c = particleIn[index - 1].pos.xyz - pos;
normal += cross(a,b) + cross(b,c);
}
if (id.x < params.particleCount.x - 1) {
a = particleIn[index + 1].pos.xyz - pos;
b = particleIn[index + params.particleCount.x + 1].pos.xyz - pos;
c = particleIn[index + params.particleCount.x].pos.xyz - pos;
normal += cross(a,b) + cross(b,c);
}
}
particleOut[index].normal = vec4(normalize(normal), 0.0f);
}
}