const PI: f32 = 3.14159265359; const TAU: f32 = 6.28318530718; const INV_TAU: f32 = 0.15915494309; const CHANNEL_MASKS = array, 3>( vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0), ); struct Settings { // Columns are indexed by source colorIndex; each column holds the per-target // weights (colorXToColor1, colorXToColor2, colorXToColor3). reactionMatrix: mat3x3, moveRate: f32, turnRate: f32, sensorAngleSin: f32, sensorAngleCos: f32, sensorOffset: f32, turnWhenLost: f32, individualTrailWeight: f32, agentCount: u32, introProgress: f32, forwardRotationScale: f32, introNearDistanceInner: f32, introNearDistanceMin: f32, introNearSensorOffsetMultiplier: f32, introTargetAngleBlend: f32, introProgressCutoff: f32, introTurnRateMultiplier: f32, introRandomTurnMultiplier: f32, introMoveRate: f32, introStepStopDistance: f32, randomTimeSeed: u32, }; @group(1) @binding(0) var settings: Settings; @group(1) @binding(2) var trailMapIn: texture_2d; @group(1) @binding(3) var trailMapOut: texture_storage_2d; struct AgentMovement { rotation: f32, step: vec2, } @compute @workgroup_size(agentWorkgroupSize) fn main( @builtin(global_invocation_id) global_id: vec3 ) { let id = get_id(global_id); if id >= settings.agentCount { return; } let colorIndex = agents[id].colorIndex; if colorIndex < 0.0 || colorIndex >= 2.5 { return; } let position = agents[id].position; let angle = agents[id].angle; var targetPosition = vec2(-1.0, -1.0); var hasIntroTarget = false; if settings.introProgress < settings.introProgressCutoff { targetPosition = agents[id].targetPosition; hasIntroTarget = targetPosition.x >= 0.0 && targetPosition.y >= 0.0; if hasIntroTarget && settings.introProgress < agents[id].introDelay { return; } } let channelMask = get_channel_mask(colorIndex); let reactionMask = get_reaction_mask(colorIndex); let randomSeed = random_seed(id); let maxPosition = state.size - vec2(1.0, 1.0); var movement = AgentMovement(0.0, vec2(0.0, 0.0)); if hasIntroTarget { movement = intro_decide(id, position, angle, targetPosition, randomSeed); } else { movement = steady_decide(position, angle, reactionMask, randomSeed, maxPosition); } agent_finalize(id, position, angle, channelMask, randomSeed, maxPosition, movement); } // Steady-state-only entry point used after introProgress >= introProgressCutoff. // Drops the intro target reads, atan2/smoothstep math, and introDelay check — // once intro completes those paths are dead for the rest of the session. @compute @workgroup_size(agentWorkgroupSize) fn mainSteady( @builtin(global_invocation_id) global_id: vec3 ) { let id = get_id(global_id); if id >= settings.agentCount { return; } let colorIndex = agents[id].colorIndex; if colorIndex < 0.0 || colorIndex >= 2.5 { return; } let position = agents[id].position; let angle = agents[id].angle; let channelMask = get_channel_mask(colorIndex); let reactionMask = get_reaction_mask(colorIndex); let randomSeed = random_seed(id); let maxPosition = state.size - vec2(1.0, 1.0); let movement = steady_decide(position, angle, reactionMask, randomSeed, maxPosition); agent_finalize(id, position, angle, channelMask, randomSeed, maxPosition, movement); } fn steady_decide( position: vec2, angle: f32, reactionMask: vec3, randomSeed: u32, maxPosition: vec2 ) -> AgentMovement { let randomTurn = random_float(randomSeed); let direction = vec2(cos(angle), sin(angle)); let forwardSensor = sensor_position(position, direction, settings.sensorOffset, maxPosition); let leftSensor = sensor_position( position, rotate_direction(direction, settings.sensorAngleSin, settings.sensorAngleCos), settings.sensorOffset, maxPosition ); let rightSensor = sensor_position( position, rotate_direction(direction, -settings.sensorAngleSin, settings.sensorAngleCos), settings.sensorOffset, maxPosition ); let trailForward = textureLoad(trailMapIn, forwardSensor, 0); let trailLeft = textureLoad(trailMapIn, leftSensor, 0); let trailRight = textureLoad(trailMapIn, rightSensor, 0); let weightForward = dot(trailForward.rgb, reactionMask); let weightLeft = dot(trailLeft.rgb, reactionMask); let weightRight = dot(trailRight.rgb, reactionMask); var rotation = (randomTurn - 0.5) * settings.turnWhenLost; if weightForward >= weightLeft && weightForward >= weightRight { rotation = rotation * settings.forwardRotationScale; } else { rotation += sign(weightLeft - weightRight) * settings.turnRate; } return AgentMovement(rotation, direction * settings.moveRate); } fn intro_decide( id: u32, position: vec2, angle: f32, targetPosition: vec2, randomSeed: u32 ) -> AgentMovement { let introTargetOffset = targetPosition - position; let introTargetDistance = length(introTargetOffset); let targetAngle = atan2(introTargetOffset.y, introTargetOffset.x); let nearTitle = 1.0 - smoothstep( settings.introNearDistanceInner, max( settings.introNearDistanceMin, settings.sensorOffset * settings.introNearSensorOffsetMultiplier ), introTargetDistance ); let desiredAngle = mix( targetAngle, agents[id].targetAngle, nearTitle * settings.introTargetAngleBlend ); let introTurn = angle_delta(angle, desiredAngle); let rotation = clamp( introTurn, -settings.turnRate * settings.introTurnRateMultiplier, settings.turnRate * settings.introTurnRateMultiplier ) + (random_float(randomSeed + 1013904223u) - 0.5) * settings.turnWhenLost * settings.introRandomTurnMultiplier; let moveRate = min(settings.introMoveRate, introTargetDistance); var step = vec2(0.0, 0.0); if introTargetDistance > settings.introStepStopDistance { step = introTargetOffset / introTargetDistance * moveRate; } return AgentMovement(rotation, step); } fn agent_finalize( id: u32, position: vec2, angle: f32, channelMask: vec3, randomSeed: u32, maxPosition: vec2, movement: AgentMovement ) { let nextPosition = clamp(position + movement.step, vec2(0, 0), maxPosition); var rotation = movement.rotation; if nextPosition.x == 0 || nextPosition.x == maxPosition.x || nextPosition.y == 0 || nextPosition.y == maxPosition.y { rotation = PI + random_float(randomSeed + 22695477u) - 0.5; } // Writes only this agent's last-writer-wins deposit into a per-frame-cleared // depositMap. Storage textures do not blend concurrent compute writes, so // overlapping agents intentionally collapse to whichever write wins. The // diffusion pass then sums trailMap + depositMap at tile-load time. textureStore( trailMapOut, vec2(nextPosition), vec4(channelMask * settings.individualTrailWeight, 0.0) ); agents[id].angle = angle + rotation; agents[id].position = nextPosition; } fn sensor_position( agentPosition: vec2, direction: vec2, sensorOffset: f32, maxPosition: vec2 ) -> vec2 { return vec2(clamp( agentPosition + direction * sensorOffset, vec2(0, 0), maxPosition )); } fn rotate_direction(direction: vec2, angleSin: f32, angleCos: f32) -> vec2 { return vec2( direction.x * angleCos - direction.y * angleSin, direction.x * angleSin + direction.y * angleCos ); } fn get_channel_mask(colorIndex: f32) -> vec3 { return CHANNEL_MASKS[u32(clamp(colorIndex, 0.0, 2.0))]; } fn get_reaction_mask(colorIndex: f32) -> vec3 { return settings.reactionMatrix[u32(clamp(colorIndex, 0.0, 2.0))]; } fn angle_delta(sourceAngle: f32, targetAngle: f32) -> f32 { // Wraps to (-π, π] via fract(); replaces atan2(sin(d), cos(d)). return (fract((targetAngle - sourceAngle) * INV_TAU + 0.5) - 0.5) * TAU; } fn random_seed(id: u32) -> u32 { return id * 747796405u + settings.randomTimeSeed * 2891336453u; } fn random_float(seed: u32) -> f32 { return f32(hash_u32(seed) >> 8u) * (1.0 / 16777216.0); } fn hash_u32(seed: u32) -> u32 { let value = seed * 747796405u + 2891336453u; let word = ((value >> ((value >> 28u) + 4u)) ^ value) * 277803737u; return (word >> 22u) ^ word; }