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,
};
struct Camera {
mvp: mat4x4<f32>,
zoom: f32,
};
@group(0)
@binding(0)
var<uniform> settings: Settings;
@group(0)
@binding(1)
var<uniform> camera: Camera;
@group(0)
@binding(2)
var<storage, read> ghost_positions_and_kinds: array<vec4<f32>>;
@group(0)
@binding(3)
var texture: texture_storage_2d<rgba8unorm, read_write>;
@compute
@workgroup_size(64, 1, 1)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
let n = global_id.x;
let position = ghost_positions_and_kinds[n].xyz;
let mass = ghost_positions_and_kinds[n].w;
let clip_space_pos = camera.mvp * vec4<f32>(position.x / camera.zoom, position.y / camera.zoom, position.z / camera.zoom, 1.0);
let pixel = position_to_pixel(clip_space_pos.xyz);
let colour = textureLoad(texture, pixel);
let scale = 1.0;
let alpha_scale = 1.0;
let new_colour = vec4<f32>(colour.x, colour.y, colour.z, colour.w);
textureStore(texture, pixel, new_colour);
}
fn position_to_pixel(clip_space_pos: vec3<f32>) -> vec2<i32> {
let col = (clip_space_pos.x + 1.0) * 0.5 * settings.display_width;
let row = (clip_space_pos.y + 1.0) * 0.5 * settings.display_height;
return vec2<i32>(i32(col), i32(row));
}