#version 460 core #define STAGE_COMPUTE 1 // the water on the windscreens (water_sim.glsl): every drop put in the cells of the grid it reaches into, as far as the glasses // draw it (a sliding one is drawn out behind itself) and as far as the drops it may flow together with are. a thread per drop, // a row of groups per glass #include "common.glsl" #include "water_sim.glsl" layout(local_size_x = WATER_GROUP_SIZE) in; void main() { uint slot = gl_WorkGroupID.y; uint place = gl_GlobalInvocationID.x; if ((water_slots[slot].z < 0.5) || (place >= uint(WATER_DROPS))) return; water_drop_s drop = water_drops[slot * uint(WATER_DROPS) + place]; if (drop.place.z <= 0.0) return; water_frame_s frame = water_frame(slot, drop.place.xy); float lu = length(frame.tu); float lv = length(frame.tv); if ((lu < 1e-6) || (lv < 1e-6)) return; float reach; if (drop.motion.w < 1.0) { reach = 0.6 * water_flake(drop.place.z); } else { bool sliding = length(frame.tu * drop.motion.x + frame.tv * drop.motion.y) > 0.002; reach = water_radius(drop.place.z) * (sliding ? 3.6 : 2.2); } vec2 extent = vec2(reach / lu, reach / lv); ivec2 lower = clamp(ivec2(floor((drop.place.xy - extent) * float(WATER_GRID))), ivec2(0), ivec2(WATER_GRID - 1)); ivec2 upper = clamp(ivec2(floor((drop.place.xy + extent) * float(WATER_GRID))), ivec2(0), ivec2(WATER_GRID - 1)); // a drop can't be larger than this many cells, it would only flood the lists upper = min(upper, lower + ivec2(6)); uint base = water_grid_base(slot); for (int y = lower.y; y <= upper.y; ++y) { for (int x = lower.x; x <= upper.x; ++x) { uint cell = uint(y * WATER_GRID + x); uint count = atomicAdd(water_cells[base + cell], 1u); if (count < uint(WATER_CELL_DROPS)) water_cells[base + uint(WATER_GRID * WATER_GRID) + cell * uint(WATER_CELL_DROPS) + count] = place; } } }