Files
2026-07-13 13:13:17 +08:00

42 lines
1.2 KiB
HLSL

#include "shared/hash-functions.hlsl"
#include "shared/noise-functions.hlsl"
#include "shared/point.hlsl"
#include "shared/quat-functions.hlsl"
cbuffer Params : register(b0)
{
float3 Center;
float MaxAcceleration;
float Acceleration;
float DecayExponent;
}
RWStructuredBuffer<Point> Points : u0;
[numthreads(64, 1, 1)] void main(uint3 i : SV_DispatchThreadID)
{
float3 pos = Points[i.x].Position;
// float4 rot = Points[i.x].Rotation;
float3 d = pos - Center;
float distance = length(d);
if (distance < 0.001)
return;
float3 dNormalized = d / distance;
float force = clamp(Acceleration / pow(distance, DecayExponent), -MaxAcceleration, MaxAcceleration);
float3 offset = normalize(dNormalized) * force;
Points[i.x].Position += offset;
// Points[i.x].Velocity += force;
// float4 normalizedRot;
// float v = q_separate_v(rot, normalizedRot);
// float3 forward = qRotateVec3(float3(0,0, v), normalizedRot);
// forward -= normalize(direction) * force;
// float newV = length(forward);
// float4 newRotation = qLookAt(normalize(Points[i.x].Velocity), float3(0,0,1));
// Points[i.x].Rotation = q_encode_v(newRotation, newV);
}