#[compute] #version 450 #VERSION_DEFINES layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; #define PARTICLE_FLAG_ACTIVE uint(1) #define PARTICLE_FLAG_STARTED uint(2) #define PARTICLE_FLAG_TRAILED uint(4) struct ParticleData { mat4 xform; vec3 velocity; uint flags; vec4 color; vec4 custom; #ifdef USERDATA_COUNT vec4 userdata[USERDATA_COUNT]; #endif }; layout(set = 0, binding = 1, std430) restrict readonly buffer Particles { ParticleData data[]; } particles; layout(set = 0, binding = 2, std430) restrict writeonly buffer Transforms { vec4 data[]; } instances; #ifdef USE_SORT_BUFFER layout(set = 1, binding = 0, std430) restrict buffer SortBuffer { vec2 data[]; } sort_buffer; #endif // USE_SORT_BUFFER layout(set = 2, binding = 0, std430) restrict readonly buffer TrailBindPoses { mat4 data[]; } trail_bind_poses; #define PARAMS_FLAG_ORDER_BY_LIFETIME 1 #define PARAMS_FLAG_COPY_MODE_2D 2 layout(push_constant, std430) uniform Params { vec3 sort_direction; uint total_particles; uint trail_size; uint trail_total; float frame_delta; float frame_remainder; vec3 align_up; uint align_mode; uint lifetime_split; bool lifetime_reverse; uint motion_vectors_current_offset; uint flags; mat4 inv_emission_transform; } params; #define TRANSFORM_ALIGN_DISABLED 0 #define TRANSFORM_ALIGN_Z_BILLBOARD 1 #define TRANSFORM_ALIGN_Y_TO_VELOCITY 2 #define TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY 3 void main() { #ifdef MODE_FILL_SORT_BUFFER uint particle = gl_GlobalInvocationID.x; if (particle >= params.total_particles) { return; //discard } uint src_particle = particle; if (params.trail_size > 1) { src_particle = src_particle * params.trail_size + params.trail_size / 2; //use trail center for sorting } sort_buffer.data[particle].x = dot(params.sort_direction, particles.data[src_particle].xform[3].xyz); sort_buffer.data[particle].y = float(particle); #endif #ifdef MODE_FILL_INSTANCES uint particle = gl_GlobalInvocationID.x; if (particle >= params.total_particles) { return; //discard } #ifdef USE_SORT_BUFFER if (params.trail_size > 1) { particle = uint(sort_buffer.data[particle / params.trail_size].y) + (particle % params.trail_size); } else { particle = uint(sort_buffer.data[particle].y); //use index from sort buffer } #else if (bool(params.flags & PARAMS_FLAG_ORDER_BY_LIFETIME)) { if (params.trail_size > 1) { uint limit = (params.total_particles / params.trail_size) - params.lifetime_split; uint base_index = particle / params.trail_size; uint base_offset = particle % params.trail_size; if (params.lifetime_reverse) { base_index = (params.total_particles / params.trail_size) - base_index - 1; } if (base_index < limit) { base_index = params.lifetime_split + base_index; } else { base_index -= limit; } particle = base_index * params.trail_size + base_offset; } else { uint limit = params.total_particles - params.lifetime_split; if (params.lifetime_reverse) { particle = params.total_particles - particle - 1; } if (particle < limit) { particle = params.lifetime_split + particle; } else { particle -= limit; } } } #endif // USE_SORT_BUFFER mat4 txform; if (bool(particles.data[particle].flags & PARTICLE_FLAG_ACTIVE) || bool(particles.data[particle].flags & PARTICLE_FLAG_TRAILED)) { txform = particles.data[particle].xform; if (params.trail_size > 1) { // Since the steps don't fit precisely in the history frames, must do a tiny bit of // interpolation to get them close to their intended location. uint part_ofs = particle % params.trail_size; float natural_ofs = fract((float(part_ofs) / float(params.trail_size)) * float(params.trail_total)) * params.frame_delta; txform[3].xyz -= particles.data[particle].velocity * natural_ofs; } switch (params.align_mode) { case TRANSFORM_ALIGN_DISABLED: { } break; //nothing case TRANSFORM_ALIGN_Z_BILLBOARD: { mat3 local = mat3(normalize(cross(params.align_up, params.sort_direction)), params.align_up, params.sort_direction); local = local * mat3(txform); txform[0].xyz = local[0]; txform[1].xyz = local[1]; txform[2].xyz = local[2]; } break; case TRANSFORM_ALIGN_Y_TO_VELOCITY: { vec3 v = particles.data[particle].velocity; float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0; if (length(v) > 0.0) { txform[1].xyz = normalize(v); } else { txform[1].xyz = normalize(txform[1].xyz); } txform[0].xyz = normalize(cross(txform[1].xyz, txform[2].xyz)); txform[2].xyz = vec3(0.0, 0.0, 1.0) * s; txform[0].xyz *= s; txform[1].xyz *= s; } break; case TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY: { vec3 v = particles.data[particle].velocity; vec3 sv = v - params.sort_direction * dot(params.sort_direction, v); //screen velocity if (length(sv) == 0) { sv = params.align_up; } sv = normalize(sv); txform[0].xyz = normalize(cross(sv, params.sort_direction)) * length(txform[0]); txform[1].xyz = sv * length(txform[1]); txform[2].xyz = params.sort_direction * length(txform[2]); } break; } txform[3].xyz += particles.data[particle].velocity * params.frame_remainder; if (params.trail_size > 1) { uint part_ofs = particle % params.trail_size; txform = txform * trail_bind_poses.data[part_ofs]; } if (bool(params.flags & PARAMS_FLAG_COPY_MODE_2D)) { // In global mode, bring 2D particles to local coordinates // as they will be drawn with the node position as origin. txform = params.inv_emission_transform * txform; } } else { // Set scale to zero and translate to -INF so particle will be invisible // even for materials that ignore rotation/scale (i.e. billboards). txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(-1.0 / 0.0, -1.0 / 0.0, -1.0 / 0.0, 0.0)); } txform = transpose(txform); uint instance_index = gl_GlobalInvocationID.x + params.motion_vectors_current_offset; if (bool(params.flags & PARAMS_FLAG_COPY_MODE_2D)) { uint write_offset = instance_index * (2 + 1 + 1); //xform + color + custom instances.data[write_offset + 0] = txform[0]; instances.data[write_offset + 1] = txform[1]; instances.data[write_offset + 2] = particles.data[particle].color; instances.data[write_offset + 3] = particles.data[particle].custom; } else { uint write_offset = instance_index * (3 + 1 + 1); //xform + color + custom instances.data[write_offset + 0] = txform[0]; instances.data[write_offset + 1] = txform[1]; instances.data[write_offset + 2] = txform[2]; instances.data[write_offset + 3] = particles.data[particle].color; instances.data[write_offset + 4] = particles.data[particle].custom; } #endif }