Refactor & improve

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Andras Schmelczer 2023-05-01 12:14:36 +01:00
parent b51cba28ad
commit b3d9229af5
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GPG key ID: FC8F2C3D3D1A718C
22 changed files with 714 additions and 335 deletions

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@ -1,58 +1,48 @@
struct Settings {
size: vec2<f32>,
deltaTime: f32,
time: f32,
diffusionRateTrails: f32,
decayRateTrails: f32,
diffusionRateBrush: f32,
decayRateBrush: f32,
};
@group(0) @binding(0) var<uniform> settings: Settings;
@group(0) @binding(1) var Sampler: sampler;
@group(0) @binding(2) var trailMap: texture_2d<f32>;
@group(0) @binding(3) var noiseMap: texture_2d<f32>;
@group(1) @binding(0) var<uniform> settings: Settings;
@group(1) @binding(1) var Sampler: sampler;
@group(1) @binding(2) var trailMap: texture_2d<f32>;
@fragment
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
var current = textureSample(trailMap, Sampler, uv);
let noise = textureSample(noiseMap, Sampler, uv);
let neighbours: vec4<f32> = (
textureSample(trailMap, Sampler, uv + vec2<f32>(0, 1) / settings.size)
+ textureSample(trailMap, Sampler, uv + vec2<f32>(0, -1) / settings.size)
+ textureSample(trailMap, Sampler, uv + vec2<f32>(-1, 0) / settings.size)
+ textureSample(trailMap, Sampler, uv + vec2<f32>(1, 0) / settings.size)
textureSample(trailMap, Sampler, uv + vec2<f32>(0, 1) / state.size)
+ textureSample(trailMap, Sampler, uv + vec2<f32>(0, -1) / state.size)
+ textureSample(trailMap, Sampler, uv + vec2<f32>(-1, 0) / state.size)
+ textureSample(trailMap, Sampler, uv + vec2<f32>(1, 0) / state.size)
) / 4;
var q = vec4<f32>(0);
var change = vec4<f32>(0);
for (var x: i32 = -1; x <= 1; x++) {
for (var y: i32 = -1; y <= 1; y++) {
if (x != 0 || y != 0) {
let offset = vec2(f32(x), f32(y));
let neighbour = textureSample(trailMap, Sampler, uv + offset / settings.size);
// let noise = textureSample(noiseMap, Sampler, uv + offset / settings.size * 0.5).r;
let noise = random(uv + offset / settings.size * 0.5);
let neighbour = textureSample(trailMap, Sampler, uv + offset / state.size);
let random = textureSample(noise, noiseSampler, uv + offset / state.size * 0.5).r;
let difference = neighbour - current;
q += vec4(
min(1.0, length(neighbour.rgb)) * pow(noise, settings.diffusionRateTrails) * difference.rgb,
min(1.0, length(neighbour.a)) * pow(noise, settings.diffusionRateBrush) * difference.a
change += vec4(
length(neighbour.rgb) * pow(random, settings.diffusionRateTrails) * difference.rgb,
min(1.0, length(neighbour.a)) * pow(random, settings.diffusionRateBrush) * difference.a
);
}
}
}
current += q / 4;
let noise1 = random(uv);
current += change / 4;
let decayed = vec4(
current.rgb,
current.a
) - vec4(vec3(settings.decayRateTrails), settings.decayRateBrush) * settings.deltaTime * ((noise1 - 0.5) * 0.25 + 1);
) - vec4(vec3(settings.decayRateTrails), settings.decayRateBrush) * state.deltaTime;
return clamp(decayed, vec4(0), vec4(1));
}