working project

This commit is contained in:
2025-11-08 21:30:49 +01:00
parent 86def65569
commit 9f40a59612
4 changed files with 211 additions and 43 deletions

View File

@@ -2,31 +2,40 @@
layout(rgba32f, binding = 0) uniform writeonly image2D outputImage;
layout(local_size_x = 16, local_size_y = 16) in;
layout(std430, binding = 3) buffer layoutName
{
vec2 o_Points[];
};
// 1 -> 1
// 2 -> 3
// 3 -> 9
// 4 -> 27
// 5 -> 81
// 6 -> 243
// ...
// 4 27
// 1 + 3 + 9 = 13
// Sn = ((3^n)-1)/2
// S3 = 3^3 - 1 / 2
// 3^4
// gl_NumWorkGroups : This variable contains the number of work groups passed to the dispatch function.
// gl_WorkGroupID : This is the current work group for this shader invocation. Each of the XYZ components will be on the half-open range [0, gl_NumWorkGroups.XYZ).
// gl_LocalInvocationID : This is the current invocation of the shader within the work group. Each of the XYZ components will be on the half-open range [0, gl_WorkGroupSize.XYZ).
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main()
{
ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy);
uint triangleCount = gl_NumWorkGroups.x;
uint currentPoint = gl_WorkGroupID.x;
if (pixelCoord.x >= imageSize(outputImage).x || pixelCoord.y >= imageSize(outputImage).y)
return;
uint offset = (triangleCount - 1) / 2;
ivec2 texSize = imageSize(outputImage);
vec2 fTexSize = vec2(texSize);
vec2 normalizedCoord = vec2(pixelCoord) / vec2(texSize);
vec4 O = vec4(0, 0, 0, 1);
vec2 I = vec2(pixelCoord);
float iTime = 2.2;
float i = 0.0, t=iTime;
O *= i;
for(vec2 a=fTexSize.xy, p=(I+I-a)/a.y; i++<20.;
O += (cos(sin(i*.2+t)*vec4(0,4,3,1))+2.)
/(i/1e3+abs(length(a-.5*min(a+a.yx,.1))-.05)))
a.x = abs(a = (fract(.2*t+.3*p*i*mat2(cos(cos(.2*t+.2*i)+vec4(0,11,33,0))))-.5)).x;
O = tanh(O*O/2e5);
vec4 color = vec4(normalizedCoord, 0.0, 1.0);
imageStore(outputImage, pixelCoord, O);
uint firstPointIndex = offset * 3 + 1;
o_Points[firstPointIndex + currentPoint * 3 ] = o_Points[offset + currentPoint] / 2 + vec2(0, 0.36);
o_Points[firstPointIndex + currentPoint * 3 + 1] = o_Points[offset + currentPoint] / 2 + vec2(-0.5, -0.5);
o_Points[firstPointIndex + currentPoint * 3 + 2] = o_Points[offset + currentPoint] / 2 + vec2(0.5, -0.5);
}