Fix colons

This commit is contained in:
Andras Schmelczer 2023-04-29 21:21:34 +01:00
commit 15836f2876
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GPG key ID: FC8F2C3D3D1A718C
5 changed files with 49 additions and 49 deletions

View file

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

View file

@ -1,27 +1,27 @@
struct Settings { struct Settings {
size : vec2<f32>, size: vec2<f32>,
deltaTime : f32, deltaTime: f32,
time : f32, time: f32,
brushWidth: f32, brushWidth: f32,
brushBlurWidth: f32 brushBlurWidth: f32
}; };
@group(0) @binding(0) var<uniform> settings : Settings; @group(0) @binding(0) var<uniform> settings: Settings;
@group(0) @binding(1) var Sampler: sampler; @group(0) @binding(1) var Sampler: sampler;
@group(0) @binding(2) var noise : texture_2d<f32>; @group(0) @binding(2) var noise: texture_2d<f32>;
struct VertexOutput { struct VertexOutput {
@builtin(position) position : vec4<f32>, @builtin(position) position: vec4<f32>,
@location(0) screenPosition : vec2<f32>, @location(0) screenPosition: vec2<f32>,
@location(1) start : vec2<f32>, @location(1) start: vec2<f32>,
@location(2) end : vec2<f32> @location(2) end: vec2<f32>
} }
@vertex @vertex
fn vertex( fn vertex(
@location(0) screenPosition : vec2<f32>, @location(0) screenPosition: vec2<f32>,
@location(1) @interpolate(flat) start : vec2<f32>, @location(1) @interpolate(flat) start: vec2<f32>,
@location(2) @interpolate(flat) end : vec2<f32> @location(2) @interpolate(flat) end: vec2<f32>
) -> VertexOutput { ) -> VertexOutput {
let uv = screenPosition / settings.size; let uv = screenPosition / settings.size;
let position = uv * 2.0 - 1.0; let position = uv * 2.0 - 1.0;

View file

@ -1,15 +1,15 @@
struct Settings { struct Settings {
size : vec2<f32>, size: vec2<f32>,
deltaTime : f32, deltaTime: f32,
time : f32, time: f32,
diffusionRate : f32, diffusionRate: f32,
decayRate : f32, decayRate: f32,
}; };
@group(0) @binding(0) var<uniform> settings : Settings; @group(0) @binding(0) var<uniform> settings: Settings;
@group(0) @binding(1) var Sampler: sampler; @group(0) @binding(1) var Sampler: sampler;
@group(0) @binding(2) var trailMap : texture_2d<f32>; @group(0) @binding(2) var trailMap: texture_2d<f32>;
@fragment @fragment
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> { fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {

View file

@ -1,12 +1,12 @@
struct Settings { struct Settings {
size : vec2<f32>, size: vec2<f32>,
deltaTime : f32, deltaTime: f32,
time : f32, time: f32,
}; };
@group(0) @binding(0) var<uniform> settings : Settings; @group(0) @binding(0) var<uniform> settings: Settings;
@group(0) @binding(1) var mySampler: sampler; @group(0) @binding(1) var mySampler: sampler;
@group(0) @binding(2) var TargetTexture : texture_2d<f32>; @group(0) @binding(2) var TargetTexture: texture_2d<f32>;
@fragment @fragment
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> { fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {

View file

@ -1,12 +1,12 @@
struct VertexOutput { struct VertexOutput {
@builtin(position) position : vec4<f32>, @builtin(position) position: vec4<f32>,
@location(0) uv : vec2<f32>, @location(0) uv: vec2<f32>,
} }
@vertex @vertex
fn vertex( fn vertex(
@location(0) position : vec2<f32>, @location(0) position: vec2<f32>,
@location(1) uv : vec2<f32> @location(1) uv: vec2<f32>
) -> VertexOutput { ) -> VertexOutput {
return VertexOutput(vec4(position, 0.0, 1.0), uv); return VertexOutput(vec4(position, 0.0, 1.0), uv);
} }