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-rw-r--r--assets/Compute.glsl24
-rw-r--r--assets/ImageProcessing.glsl31
-rw-r--r--assets/ParticleSystem.glsl58
-rw-r--r--assets/TextureProcessor.glsl43
4 files changed, 156 insertions, 0 deletions
diff --git a/assets/Compute.glsl b/assets/Compute.glsl
new file mode 100644
index 0000000..9a36a84
--- /dev/null
+++ b/assets/Compute.glsl
@@ -0,0 +1,24 @@
+#type compute
+#version 430 core
+
+layout(local_size_x = 256) in;
+
+layout(std430, binding = 0) buffer InputBuffer
+{
+ float data[];
+} inputBuffer;
+
+layout(std430, binding = 1) buffer OutputBuffer
+{
+ float data[];
+} outputBuffer;
+
+uniform float u_Scale;
+uniform float u_Offset;
+
+void main()
+{
+ uint index = gl_GlobalInvocationID.x;
+ float inputValue = inputBuffer.data[index];
+ outputBuffer.data[index] = inputValue * u_Scale + u_Offset;
+}
diff --git a/assets/ImageProcessing.glsl b/assets/ImageProcessing.glsl
new file mode 100644
index 0000000..3a05425
--- /dev/null
+++ b/assets/ImageProcessing.glsl
@@ -0,0 +1,31 @@
+#type compute
+#version 430 core
+
+layout(local_size_x = 16, local_size_y = 16) in;
+
+layout(binding = 0) uniform sampler2D u_InputTexture;
+layout(binding = 1, rgba8) uniform image2D u_OutputTexture;
+
+uniform vec2 u_TextureSize;
+uniform float u_Brightness;
+uniform float u_Contrast;
+uniform float u_Saturation;
+
+void main()
+{
+ ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy);
+
+ if (pixelCoord.x >= int(u_TextureSize.x) || pixelCoord.y >= int(u_TextureSize.y))
+ return;
+
+ vec2 texCoord = (vec2(pixelCoord) + 0.5) / u_TextureSize;
+ vec4 color = texture(u_InputTexture, texCoord);
+
+ color.rgb = (color.rgb - 0.5) * u_Contrast + 0.5 + u_Brightness;
+
+ float luminance = dot(color.rgb, vec3(0.299, 0.587, 0.114));
+ color.rgb = mix(vec3(luminance), color.rgb, u_Saturation);
+ color.rgb = clamp(color.rgb, 0.0, 1.0);
+
+ imageStore(u_OutputTexture, pixelCoord, color);
+}
diff --git a/assets/ParticleSystem.glsl b/assets/ParticleSystem.glsl
new file mode 100644
index 0000000..d40726d
--- /dev/null
+++ b/assets/ParticleSystem.glsl
@@ -0,0 +1,58 @@
+#type compute
+#version 430 core
+
+layout(local_size_x = 256) in;
+
+struct Particle
+{
+ vec4 position; // xyz = position, w = lifetime
+ vec4 velocity; // xyz = velocity, w = mass
+ vec4 color; // rgba = color
+};
+
+layout(std430, binding = 0) buffer ParticleBuffer
+{
+ Particle particles[];
+} particleBuffer;
+
+uniform float u_DeltaTime;
+uniform vec3 u_Gravity;
+uniform vec3 u_EmitterPosition;
+uniform float u_EmissionRate;
+uniform float u_ParticleLifetime;
+uniform float u_Time;
+
+void main()
+{
+ uint index = gl_GlobalInvocationID.x;
+
+ if (index >= particles.length())
+ return;
+
+ Particle particle = particleBuffer.particles[index];
+
+ particle.position.w -= u_DeltaTime;
+
+ if (particle.position.w <= 0.0)
+ {
+ particle.position.xyz = u_EmitterPosition;
+ particle.position.w = u_ParticleLifetime;
+
+ float angle = fract(sin(dot(vec2(index, u_Time), vec2(12.9898, 78.233))) * 43758.5453) * 2.0 * 3.14159;
+ float speed = 2.0 + fract(sin(dot(vec2(index + 1, u_Time), vec2(12.9898, 78.233))) * 43758.5453) * 3.0;
+ particle.velocity.xyz = vec3(cos(angle) * speed, 5.0, sin(angle) * speed);
+ particle.velocity.w = 1.0;
+
+ particle.color = vec4(1.0, 0.5 + 0.5 * fract(sin(index * 123.456) * 43758.5453), 0.2, 1.0);
+ }
+ else
+ {
+ particle.velocity.xyz += u_Gravity * u_DeltaTime;
+ particle.position.xyz += particle.velocity.xyz * u_DeltaTime;
+
+ float lifeRatio = particle.position.w / u_ParticleLifetime;
+ particle.color.a = lifeRatio;
+ }
+
+ particleBuffer.particles[index] = particle;
+}
diff --git a/assets/TextureProcessor.glsl b/assets/TextureProcessor.glsl
new file mode 100644
index 0000000..a234ac8
--- /dev/null
+++ b/assets/TextureProcessor.glsl
@@ -0,0 +1,43 @@
+#type compute
+#version 430 core
+
+layout(local_size_x = 16, local_size_y = 16) in;
+
+layout(binding = 0) uniform sampler2D u_InputTexture;
+layout(binding = 1, rgba8) uniform image2D u_OutputTexture;
+
+uniform vec2 u_TextureSize;
+uniform float u_Time;
+uniform float u_Brightness;
+uniform float u_Contrast;
+uniform float u_Saturation;
+
+void main()
+{
+ ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy);
+
+ if (pixelCoord.x >= int(u_TextureSize.x) || pixelCoord.y >= int(u_TextureSize.y))
+ return;
+
+ vec2 texCoord = (vec2(pixelCoord) + 0.5) / u_TextureSize;
+ vec4 color = texture(u_InputTexture, texCoord);
+
+ float time = u_Time * 2.0f;
+ float u = texCoord.x;
+ float v = texCoord.y;
+
+ float wave = sin(u * 10.0f + time) * cos(v * 10.0f + time * 0.5f);
+ wave = (wave + 1.0f) * 0.5f;
+
+ vec4 animatedColor = vec4(wave, 1.0f - wave, (u + v) * 0.5f, 1.0f);
+ color = mix(color, animatedColor, 0.3f);
+
+ color.rgb = (color.rgb - 0.5) * u_Contrast + 0.5 + u_Brightness;
+
+ float luminance = dot(color.rgb, vec3(0.299, 0.587, 0.114));
+ color.rgb = mix(vec3(luminance), color.rgb, u_Saturation);
+
+ color.rgb = clamp(color.rgb, 0.0, 1.0);
+
+ imageStore(u_OutputTexture, pixelCoord, color);
+}