generated from Persson-dev/OpenGLComputeShader
chaos game
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@@ -1,46 +1,30 @@
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#version 460 core
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layout(rgba32f, binding = 0) uniform writeonly image2D outputImage;
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layout(location = 0) uniform uint triangleCount;
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layout(std430, binding = 3) buffer layoutName
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{
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layout(std430, binding = 3) buffer layoutName {
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vec2 o_Points[];
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};
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// 1 -> 1
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// 2 -> 3
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// 3 -> 9
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// 4 -> 27
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// 5 -> 81
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// 6 -> 243
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// ...
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// 4 27
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// 1 + 3 + 9 = 13
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// Sn = ((3^n)-1)/2
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// S3 = 3^3 - 1 / 2
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// 3^4
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// gl_NumWorkGroups : This variable contains the number of work groups passed to the dispatch function.
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// 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).
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// 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).
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// avant : 1 3 9
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// après : 3 9 27
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// count : 1 3 9
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layout(local_size_x = 64) in;
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void main()
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{
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uint currentPoint = gl_GlobalInvocationID.x;
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if (currentPoint >= triangleCount)
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return;
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uint offset = (triangleCount - 1) / 2;
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uint firstPointIndex = offset * 3 + 1;
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o_Points[firstPointIndex + currentPoint * 3] = o_Points[offset + currentPoint] / 2 + vec2(0, 0.36);
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o_Points[firstPointIndex + currentPoint * 3 + 1] = o_Points[offset + currentPoint] / 2 + vec2(-0.5, -0.5);
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o_Points[firstPointIndex + currentPoint * 3 + 2] = o_Points[offset + currentPoint] / 2 + vec2(0.5, -0.5);
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highp float rand(vec2 co)
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{
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highp float a = 12.9898;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt= dot(co.xy ,vec2(a,b));
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highp float sn= mod(dt,3.14);
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return fract(sin(sn) * c);
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}
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void main() {
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const uint total = gl_NumWorkGroups.x * gl_WorkGroupSize.x;
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uint currentPoint = gl_GlobalInvocationID.x;
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uint index = uint(rand(o_Points[currentPoint] + currentPoint) * 69);
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if (index % 3 == 0) {
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o_Points[currentPoint] = o_Points[currentPoint] / 2 + vec2(0, 0.36);
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} else if (index % 3 == 1) {
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o_Points[currentPoint] = o_Points[currentPoint] / 2 + vec2(-0.5, -0.5);
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} else {
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o_Points[currentPoint] = o_Points[currentPoint] / 2 + vec2(0.5, -0.5);
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}
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}
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