#version 460 core layout(std430, binding = 3) buffer layoutName { vec2 o_Points[]; }; layout(local_size_x = 64) in; highp float rand(vec2 co) { highp float a = 12.9898; highp float b = 78.233; highp float c = 43758.5453; highp float dt= dot(co.xy ,vec2(a,b)); highp float sn= mod(dt,3.14); return fract(sin(sn) * c); } void main() { const uint total = gl_NumWorkGroups.x * gl_WorkGroupSize.x; uint currentPoint = gl_GlobalInvocationID.x; uint index = uint(rand(o_Points[currentPoint] + currentPoint) * 69); mat3 transformation; switch (index % 3) { case 0: transformation = mat3(0.5, 0, 0, 0, 0.5, 0, 0, 0.36, 1); break; case 1: transformation = mat3(0.5, 0, 0, 0, 0.5, 0, -0.5, -0.5, 1); break; case 2: transformation = mat3(0.5, 0, 0, 0, 0.5, 0, 0.5, -0.5, 1); break; } o_Points[currentPoint] = (transformation * vec3(o_Points[currentPoint], 1.0)).xy; }