VulkanTutorial/code/31_shader_compute.comp

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#version 450
struct Particle {
vec2 position;
vec2 velocity;
vec4 color;
};
layout (binding = 0) uniform ParameterUBO {
float deltaTime;
} ubo;
layout(std140, binding = 1) readonly buffer ParticleSSBOIn {
Particle particlesIn[ ];
};
layout(std140, binding = 2) buffer ParticleSSBOOut {
Particle particlesOut[ ];
};
layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
void main()
{
uint index = gl_GlobalInvocationID.x;
Particle particleIn = particlesIn[index];
particlesOut[index].position = particleIn.position + particleIn.velocity.xy * ubo.deltaTime;
particlesOut[index].velocity = particleIn.velocity;
// Flip movement at window border
if ((particlesOut[index].position.x <= -1.0) || (particlesOut[index].position.x >= 1.0)) {
particlesOut[index].velocity.x = -particlesOut[index].velocity.x;
}
if ((particlesOut[index].position.y <= -1.0) || (particlesOut[index].position.y >= 1.0)) {
particlesOut[index].velocity.y = -particlesOut[index].velocity.y;
}
}