diff --git a/compute/texture/water_plane/water_compute.glsl b/compute/texture/water_plane/water_compute.glsl index fbed31c784..ba879a0609 100644 --- a/compute/texture/water_plane/water_compute.glsl +++ b/compute/texture/water_plane/water_compute.glsl @@ -5,48 +5,48 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; // Our textures. -layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D current_image; -layout(r32f, set = 1, binding = 0) uniform restrict readonly image2D previous_image; -layout(r32f, set = 2, binding = 0) uniform restrict writeonly image2D output_image; +layout(r32f, set = 0, binding = 0) uniform restrict image2D current_image; +layout(r32f, set = 1, binding = 0) uniform restrict image2D previous_image; +layout(r32f, set = 2, binding = 0) uniform restrict image2D output_image; // Our push PushConstant. layout(push_constant, std430) uniform Params { - vec4 add_wave_point; - vec2 texture_size; - float damp; - float res2; + vec4 add_wave_point; + vec2 texture_size; + float damp; + float res2; } params; // The code we want to execute in each invocation. void main() { - ivec2 tl = ivec2(0, 0); - ivec2 size = ivec2(params.texture_size.x - 1, params.texture_size.y - 1); + ivec2 tl = ivec2(0, 0); + ivec2 size = ivec2(params.texture_size.x - 1, params.texture_size.y - 1); - ivec2 uv = ivec2(gl_GlobalInvocationID.xy); + ivec2 uv = ivec2(gl_GlobalInvocationID.xy); - // Just in case the texture size is not divisable by 8. - if ((uv.x > size.x) || (uv.y > size.y)) { - return; - } + // Just in case the texture size is not divisable by 8. + if ((uv.x > size.x) || (uv.y > size.y)) { + return; + } - float current_v = imageLoad(current_image, uv).r; - float up_v = imageLoad(current_image, clamp(uv - ivec2(0, 1), tl, size)).r; - float down_v = imageLoad(current_image, clamp(uv + ivec2(0, 1), tl, size)).r; - float left_v = imageLoad(current_image, clamp(uv - ivec2(1, 0), tl, size)).r; - float right_v = imageLoad(current_image, clamp(uv + ivec2(1, 0), tl, size)).r; - float previous_v = imageLoad(previous_image, uv).r; + float current_v = imageLoad(current_image, uv).r; + float up_v = imageLoad(current_image, clamp(uv - ivec2(0, 1), tl, size)).r; + float down_v = imageLoad(current_image, clamp(uv + ivec2(0, 1), tl, size)).r; + float left_v = imageLoad(current_image, clamp(uv - ivec2(1, 0), tl, size)).r; + float right_v = imageLoad(current_image, clamp(uv + ivec2(1, 0), tl, size)).r; + float previous_v = imageLoad(previous_image, uv).r; - float new_v = 2.0 * current_v - previous_v + 0.25 * (up_v + down_v + left_v + right_v - 4.0 * current_v); - new_v = new_v - (params.damp * new_v * 0.001); + float new_v = 2.0 * current_v - previous_v + 0.25 * (up_v + down_v + left_v + right_v - 4.0 * current_v); + new_v = new_v - (params.damp * new_v * 0.001); - if (params.add_wave_point.z > 0.0 && uv.x == floor(params.add_wave_point.x) && uv.y == floor(params.add_wave_point.y)) { - new_v = params.add_wave_point.z; - } + if (params.add_wave_point.z > 0.0 && uv.x == floor(params.add_wave_point.x) && uv.y == floor(params.add_wave_point.y)) { + new_v = params.add_wave_point.z; + } - if (new_v < 0.0) { - new_v = 0.0; - } - vec4 result = vec4(new_v, new_v, new_v, 1.0); + if (new_v < 0.0) { + new_v = 0.0; + } + vec4 result = vec4(new_v, new_v, new_v, 1.0); - imageStore(output_image, uv, result); + imageStore(output_image, uv, result); }