pub const INTEGRATE_SHADER: &str = r#"
struct SimParams {
nworld: u32,
nv: u32,
dt: f32,
_padding: u32,
}
@group(0) @binding(0) var<uniform> params: SimParams;
@group(0) @binding(1) var<storage, read_write> q: array<f32>;
@group(0) @binding(2) var<storage, read_write> v: array<f32>;
@group(0) @binding(3) var<storage, read> qdd: array<f32>;
@compute @workgroup_size(256)
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
let idx = gid.x;
let total_dofs = params.nworld * params.nv;
if (idx >= total_dofs) {
return;
}
let dt = params.dt;
// Semi-implicit Euler: v' = v + dt * qdd, q' = q + dt * v'
let v_old = v[idx];
let qdd_val = qdd[idx];
let v_new = v_old + dt * qdd_val;
let q_old = q[idx];
let q_new = q_old + dt * v_new;
v[idx] = v_new;
q[idx] = q_new;
}
"#;Expand description
WGSL shader for semi-implicit Euler integration.
Each work item processes one DOF across all worlds in parallel.