Created
May 13, 2015 15:41
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#pragma kernel ComputeForce | |
struct OceanParticle { | |
half3 position; | |
half velocity; | |
half force; | |
}; | |
half2 Tension; | |
half Friction; | |
half Mass; | |
half DeltaTime; | |
half2 Pitch; | |
uint2 Division; | |
half FadeRadius; | |
half FadeCurve; | |
uint XCount; | |
RWStructuredBuffer<OceanParticle> Particles; | |
[numthreads(32, 1, 1)] | |
void ComputeForce(uint3 id : SV_DispatchThreadID) { | |
uint k = id.x; | |
uint j = k % XCount; | |
uint i = k / XCount; | |
half h = Particles[k].position.y; | |
half2 force = half2(.0, .0); | |
if (0u < j) force.x += Particles[k - 1].position.y - h; | |
if (j < Division.x) force.x += Particles[k + 1].position.y - h; | |
if (0u < i) force.y += Particles[k - XCount].position.y - h; | |
if (i < Division.y) force.y += Particles[k + XCount].position.y - h; | |
force *= Tension / Pitch; | |
half fade = length(Particles[k].position.xz) / FadeRadius; | |
fade = min(1.0, pow(abs(fade), FadeCurve)); | |
Particles[k].force = (force.x + force.y) - lerp(Friction, 1.0, fade) * Particles[k].velocity; | |
Particles[k].velocity += Particles[k].force / Mass * DeltaTime; | |
Particles[k].position += half3(.0, Particles[k].velocity * DeltaTime, .0); | |
} |
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