struct Settings {
display_width: f32,
display_height: f32,
pixel_size: f32,
gravitational_constant: f32,
time_step: f32,
smoothing_length: f32,
ghost_mass: f32,
ghost_stack_visible_limit: f32,
blur_radius: f32,
};
@group(0)
@binding(0)
var<uniform> settings: Settings;
@group(0)
@binding(1)
var<storage, read> massive_positions_and_masses: array<vec4<f32>>;
@group(0)
@binding(2)
var<storage, read_write> massive_forces: array<vec4<f32>>;
@compute
@workgroup_size(64, 1, 1)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
let n = global_id.x;
let num_massive_bodies = arrayLength(&massive_positions_and_masses);
let p0x = massive_positions_and_masses[n].x;
let p0y = massive_positions_and_masses[n].y;
let p0z = massive_positions_and_masses[n].z;
let m0 = massive_positions_and_masses[n].w;
var total_force = vec4<f32>(0.0, 0.0, 0.0, 0.0);
for (var i = 0u; i < num_massive_bodies; i = i + 1u) {
if i == n {
continue;
}
let p1x = massive_positions_and_masses[i].x;
let p1y = massive_positions_and_masses[i].y;
let p1z = massive_positions_and_masses[i].z;
let m1 = massive_positions_and_masses[i].w;
let dx = p1x - p0x;
let dy = p1y - p0y;
let dz = p1z - p0z;
let r2 = (dx * dx + dy * dy + dz * dz) + (settings.smoothing_length * settings.smoothing_length);
let r = sqrt(r2);
let f = (settings.gravitational_constant * m0 * m1) / r2;
total_force.x = total_force.x + (f * dx / r);
total_force.y = total_force.y + (f * dy / r);
total_force.z = total_force.z + (f * dz / r);
}
massive_forces[n] = total_force;
}