Generate agents with compute shader
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6351a67703
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15 changed files with 206 additions and 154 deletions
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@ -12,37 +12,29 @@ struct Settings {
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@fragment
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fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
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var current = textureSample(trailMap, Sampler, uv);
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let neighbours: vec4<f32> = (
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textureSample(trailMap, Sampler, uv + vec2<f32>(0, 1) / state.size)
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+ textureSample(trailMap, Sampler, uv + vec2<f32>(0, -1) / state.size)
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+ textureSample(trailMap, Sampler, uv + vec2<f32>(-1, 0) / state.size)
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+ textureSample(trailMap, Sampler, uv + vec2<f32>(1, 0) / state.size)
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) / 4;
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var change = vec4<f32>(0);
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for (var x: i32 = -1; x <= 1; x++) {
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for (var y: i32 = -1; y <= 1; y++) {
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if (x != 0 || y != 0) {
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let offset = vec2(f32(x), f32(y));
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let neighbour = textureSample(trailMap, Sampler, uv + offset / state.size);
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let random = textureSample(noise, noiseSampler, uv + offset / state.size * 0.5).r;
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let difference = neighbour - current;
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change += vec4(
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length(neighbour.rgb) * pow(random, settings.diffusionRateTrails) * difference.rgb,
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min(1.0, length(neighbour.a)) * pow(random, settings.diffusionRateBrush) * difference.a
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);
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}
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var change = vec4<f32>(0);
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for (var x: i32 = -1; x <= 1; x++) {
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for (var y: i32 = -1; y <= 1; y++) {
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if (x != 0 || y != 0) {
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let offset = vec2(f32(x), f32(y));
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let neighbour = textureSample(trailMap, Sampler, uv + offset / state.size);
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let random = textureSample(noise, noiseSampler, uv + offset / state.size * 0.5).r;
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let difference = clamp(neighbour - current, vec4(0), vec4(1));
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change += vec4(
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length(neighbour.rgb) * pow(random, settings.diffusionRateTrails) * difference.rgb,
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min(1.0, length(neighbour.a)) * pow(random, settings.diffusionRateBrush) * difference.a
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);
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}
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}
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current += change / 4;
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}
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current += change / 4;
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let decayed = vec4(
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current.rgb * settings.decayRateTrails,
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current.a * settings.decayRateBrush
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);
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return clamp(decayed, vec4(0), vec4(1));
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return decayed;
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}
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