#[compute] #version 450 // Invocations in the (x, y, z) dimension. 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; // Our push PushConstant. layout(push_constant, std430) uniform Params { 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 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; } 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); 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); imageStore(output_image, uv, result); }