#version 430
// Runge-Kutta 4th order - Stage 3 compute shader
// Computes k3 = h * f(t + h/2, y + k2/2)
layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
layout(std430, binding = 0) buffer YBuffer {
float y[];
};
layout(std430, binding = 1) buffer K2Buffer {
float k2[];
};
layout(std430, binding = 2) buffer K3Buffer {
float k3[];
};
uniform float t;
uniform float h;
uniform int n;
// Example ODE function: dy/dt = f(t, y)
vec4 ode_function(float time, vec4 state) {
return vec4(state.y, -state.x, 0.0, 0.0);
}
void main() {
uint index = gl_GlobalInvocationID.x;
if (index >= n) return;
// Load current state and k2
vec4 current_state = vec4(
y[index * 4 + 0],
y[index * 4 + 1],
y[index * 4 + 2],
y[index * 4 + 3]
);
vec4 k2_val = vec4(
k2[index * 4 + 0],
k2[index * 4 + 1],
k2[index * 4 + 2],
k2[index * 4 + 3]
);
// Compute intermediate state: y + k2/2
vec4 intermediate_state = current_state + 0.5 * k2_val;
// Compute derivative at intermediate state
vec4 derivative = ode_function(t + 0.5 * h, intermediate_state);
// Store k3 = h * f(t + h/2, y + k2/2)
k3[index * 4 + 0] = h * derivative.x;
k3[index * 4 + 1] = h * derivative.y;
k3[index * 4 + 2] = h * derivative.z;
k3[index * 4 + 3] = h * derivative.w;
}