293 lines
6.9 KiB
HLSL
293 lines
6.9 KiB
HLSL
#include "shared/hash-functions.hlsl"
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#include "shared/noise-functions.hlsl"
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#include "shared/point.hlsl"
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#include "shared/quat-functions.hlsl"
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#include "shared/pbr.hlsl"
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cbuffer Params : register(b0)
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{
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float Amount;
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float Attraction;
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float AttractionDecay;
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float Repulsion;
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float Bounciness;
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float RandomizeBounce;
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float RandomizeReflection;
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float InvertVolumeFactor;
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float SpeedFactor;
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}
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cbuffer IntParams : register(b1)
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{
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int ParticleCount;
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int VertexCount;
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int FaceCount;
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int EnableBounce;
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int ApplyColorOnCollision;
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int SkipCount;
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int FrameCount;
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}
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RWStructuredBuffer<Particle> Particles : u0;
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StructuredBuffer<PbrVertex> Vertices: t0;
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StructuredBuffer<int3> Indices: t1;
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float3 closestPointOnTriangle( in float3 p0, in float3 p1, in float3 p2, in float3 sourcePosition )
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{
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float3 edge0 = p1 - p0;
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float3 edge1 = p2 - p0;
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float3 v0 = p0 - sourcePosition;
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float a = dot(edge0, edge0 );
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float b = dot(edge0, edge1 );
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float c = dot(edge1, edge1 );
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float d = dot(edge0, v0 );
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float e = dot(edge1, v0 );
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float det = a*c - b*b;
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float s = b*e - c*d;
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float t = b*d - a*e;
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if ( s + t < det )
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{
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if ( s < 0.f )
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{
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if ( t < 0.f )
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{
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if ( d < 0.f )
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{
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s = clamp( -d/a, 0.f, 1.f );
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t = 0.f;
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}
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else
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{
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s = 0.f;
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t = clamp( -e/c, 0.f, 1.f );
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}
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}
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else
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{
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s = 0.f;
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t = clamp( -e/c, 0.f, 1.f );
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}
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}
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else if ( t < 0.f )
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{
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s = clamp( -d/a, 0.f, 1.f );
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t = 0.f;
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}
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else
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{
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float invDet = 1.f / det;
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s *= invDet;
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t *= invDet;
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}
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}
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else
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{
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if ( s < 0.f )
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{
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float tmp0 = b+d;
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float tmp1 = c+e;
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if ( tmp1 > tmp0 )
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{
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float numer = tmp1 - tmp0;
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float denom = a-2*b+c;
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s = clamp( numer/denom, 0.f, 1.f );
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t = 1-s;
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}
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else
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{
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t = clamp( -e/c, 0.f, 1.f );
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s = 0.f;
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}
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}
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else if ( t < 0.f )
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{
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if ( a+d > b+e )
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{
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float numer = c+e-b-d;
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float denom = a-2*b+c;
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s = clamp( numer/denom, 0.f, 1.f );
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t = 1-s;
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}
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else
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{
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s = clamp( -e/c, 0.f, 1.f );
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t = 0.f;
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}
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}
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else
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{
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float numer = c+e-b-d;
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float denom = a-2*b+c;
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s = clamp( numer/denom, 0.f, 1.f );
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t = 1.f - s;
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}
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}
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return p0 + s * edge0 + t * edge1;
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}
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float DistanceToTriange(int faceIndex, float3 pos)
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{
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int3 f = Indices[faceIndex];
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float3 p0 = Vertices[f[0]].Position;
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float3 p1 = Vertices[f[1]].Position;
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float3 p2 = Vertices[f[2]].Position;
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float3 pointOnFace = closestPointOnTriangle(
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p0, p1,p2,
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pos
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);
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float3 dp = pointOnFace - pos;
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float3 n = Vertices[f[0]].Normal;
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float s = dot( normalize(n), normalize(dp));
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return length(dp) * (s>0.001 ? -1:1);
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}
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void findClosestPointAndDistance(
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in uint faceCount,
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in float3 pos,
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out uint closestFaceIndex,
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out float3 closestSurfacePoint,
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out float3 closestNormal,
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out float closestSignedDistance)
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{
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closestFaceIndex = -1;
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float closestDistance = 99999;
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for(uint faceIndex = 0; faceIndex < faceCount; faceIndex++)
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{
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int3 f = Indices[faceIndex];
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float3 p0 = Vertices[f[0]].Position;
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float3 p1 = Vertices[f[1]].Position;
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float3 p2 = Vertices[f[2]].Position;
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float3 n = Vertices[f[0]].Normal;
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float3 dn = n * 0.0001;
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float3 pointOnFace = closestPointOnTriangle(
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p0 + dn, p1 + dn ,p2 + dn,
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pos
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);
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float3 dp = pointOnFace - pos;
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float distance2 = length(dp);
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if(distance2 < closestDistance)
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{
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float s = dot( normalize(n), normalize(dp));
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closestDistance = distance2;
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closestSignedDistance = distance2* (s>0.001 ? -1:1);
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closestNormal = dp/ closestSignedDistance;
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closestFaceIndex = faceIndex;
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closestSurfacePoint = pointOnFace;
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}
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}
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}
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float4 q_from_tangentAndNormal(float3 dx, float3 dz)
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{
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dx = normalize(dx);
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dz = normalize(dz);
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float3 dy = -cross(dx, dz);
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float3x3 orientationDest= float3x3(
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dx,
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dy,
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dz
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);
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return normalize( qFromMatrix3Precise( transpose( orientationDest)));
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}
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[numthreads(64,1,1)]
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void main(uint3 i : SV_DispatchThreadID)
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{
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uint maxParticleCount, _;
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Particles.GetDimensions(maxParticleCount, _);
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int gi = i.x;
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if (gi >= maxParticleCount)
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return;
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if( (((gi/64) +FrameCount) % SkipCount) > 0 )
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return;
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float3 pos = Particles[gi].Position;
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int closestFaceIndex;
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float3 closestSurfacePoint;
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float3 surfaceN;
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float distance;
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findClosestPointAndDistance(FaceCount, pos, closestFaceIndex, closestSurfacePoint, surfaceN, distance);
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float4 rot = Particles[gi].Rotation;
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float3 velocity = Particles[gi].Velocity;
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float3 posNext = float3(pos + velocity * SpeedFactor * 0.01 * 2);
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float distanceNext = DistanceToTriange(closestFaceIndex, posNext);
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//Particles[gi].Color.g = distance < 0 ? 0.0 : 1;
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float3 force = 0;
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surfaceN *= InvertVolumeFactor;
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// Reflect if distance changes
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if (sign(distance * distanceNext) < 0 && distance * InvertVolumeFactor > 0)
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{
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float4 rand = hash41u(gi);
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float3 v = lerp(velocity,
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reflect(velocity, surfaceN + (RandomizeReflection * (rand.xyz - 0.5))),
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EnableBounce);
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velocity = lerp(velocity,
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//
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(v * Bounciness //
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* (RandomizeBounce //
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* (rand.z - 0.5) +
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1)), //
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Amount);
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if (ApplyColorOnCollision)
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{
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// TODO:
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// Could sample text with mesh uv
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// float4 surfaceColor = GetField(float4(pos, 1));
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// Particles[gi].Color.rgb = surfaceColor.rgb;
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}
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}
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else
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{
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if (distance * InvertVolumeFactor < 0)
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{
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force = -surfaceN * Repulsion;
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}
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else
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{
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force = surfaceN * Attraction / (1 + distance * AttractionDecay);
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}
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velocity += force * Amount * SpeedFactor;
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}
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if (!isnan(velocity.x) && !isnan(velocity.y) && !isnan(velocity.z))
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Particles[gi].Velocity = velocity;
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}
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