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#version 450 core
layout(std140, binding=3) uniform particle_uniforms {
float particleStep;
float finalCollisionFactor;
};
layout (local_size_x = 1024) in;
struct ParticleData
{
vec4 position;
vec4 direction;
vec4 color;
};
// Particles from previouse frame
layout (std430, binding = 5) coherent buffer Particles
{
ParticleData particles[];
} data;
void main(void)
{
uint globalId = gl_GlobalInvocationID.x;
// Retrieve current particle from previous frame
ParticleData currentParticle = data.particles[globalId];
// New position = old position + distance traveled over step duration
currentParticle.position = currentParticle.position + currentParticle.direction * particleStep;
// Make acceleration more or less point toward the center of the scene
vec4 acceleration = normalize(vec4(0.0) - currentParticle.position) * finalCollisionFactor;
// New velocity = old velocity + acceleration over step duration
currentParticle.direction = currentParticle.direction + acceleration * particleStep;
// Save updated particle
data.particles[globalId] = currentParticle;
}
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