Fix colons
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parent
99e1923066
commit
15836f2876
5 changed files with 49 additions and 49 deletions
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@ -7,23 +7,23 @@ struct Agent {
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struct Settings {
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size: vec2<f32>,
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deltaTime : f32,
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time : f32,
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deltaTime: f32,
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time: f32,
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trailWeight : f32,
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moveRate : f32,
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turnRate : f32,
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sensorAngle : f32,
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sensorOffsetDst : f32,
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trailWeight: f32,
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moveRate: f32,
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turnRate: f32,
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sensorAngle: f32,
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sensorOffsetDst: f32,
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};
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@group(0) @binding(0) var<uniform> settings : Settings;
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@group(0) @binding(1) var<storage, read_write> agents : array<Agent>;
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@group(0) @binding(2) var TrailMapIn : texture_2d<f32>;
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@group(0) @binding(3) var TrailMapOut : texture_storage_2d<rgba16float, write>;
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@group(0) @binding(0) var<uniform> settings: Settings;
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@group(0) @binding(1) var<storage, read_write> agents: array<Agent>;
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@group(0) @binding(2) var TrailMapIn: texture_2d<f32>;
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@group(0) @binding(3) var TrailMapOut: texture_storage_2d<rgba16float, write>;
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@compute @workgroup_size(8, 8)
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fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
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fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
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let id = global_id.x;
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if (id >= arrayLength(&agents)) {
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@ -34,9 +34,9 @@ fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
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let random = random(id + u32(settings.time * 10000 + agent.position.y * 10 + agent.position.x));
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let weightForward : f32 = sense(agent, 0.);
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let weightLeft : f32 = sense(agent, settings.sensorAngle);
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let weightRight : f32 = sense(agent, -settings.sensorAngle);
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let weightForward: f32 = sense(agent, 0.);
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let weightLeft: f32 = sense(agent, settings.sensorAngle);
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let weightRight: f32 = sense(agent, -settings.sensorAngle);
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if (weightForward < weightLeft && weightForward < weightRight) {
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agent.angle += (random - 0.5) * 2. * settings.turnRate;
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@ -63,15 +63,15 @@ fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
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agents[id] = agent;
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}
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fn sense(agent : Agent, sensorAngleOffset : f32) -> f32 {
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let sensorAngle : f32 = agent.angle + sensorAngleOffset;
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let sensorDir : vec2<f32> = vec2(cos(sensorAngle), sin(sensorAngle)) / normalize(settings.size);
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let sensorPos : vec2<f32> = agent.position + sensorDir * settings.sensorOffsetDst;
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fn sense(agent: Agent, sensorAngleOffset: f32) -> f32 {
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let sensorAngle: f32 = agent.angle + sensorAngleOffset;
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let sensorDir: vec2<f32> = vec2(cos(sensorAngle), sin(sensorAngle)) / normalize(settings.size);
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let sensorPos: vec2<f32> = agent.position + sensorDir * settings.sensorOffsetDst;
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return textureLoad(TrailMapIn, vec2<i32>(sensorPos * settings.size), 0).x;
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}
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fn random(state0 : u32) -> f32 {
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var state : u32 = state0;
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fn random(state0: u32) -> f32 {
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var state: u32 = state0;
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state = state ^ 2747636419u;
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state = state * 2654435769u;
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state = state ^ (state >> 16u);
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