———-
r^3
void CSMain ( uint3 Gid : SV_GroupID, uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID, uint GI : SV_GroupIndex ) { int index = DTid.x; //int index = DTid.x + DTid.y * thread_group_size_x * 32; if(app_mode == 0) //Platonics Mode { float3 velTemp = particles[index].velocity; float3 vZero; vZero.x = 0; vZero.y = 0; vZero.z = 0; float3 pN_pL_dir = normalize((particles[index].position - particles[index].position_last)); float pN_pL_dist = distance(particles[index].position, particles[index].position_last); float3 deltVel; float dV_Len; float dV_Last_Len; if(attractor_Count == 1 || attractor_Count == 2 || attractor_Count == 3 ) { float3 att_0_Dir = normalize((att_0 - particles[index].position)); float att_0_dist = distance(att_0, particles[index].position); deltVel = targetStrength * att_0_Dir * deltaTime / att_0_dist - targetStrength * zero_mirror_radius * att_0_Dir * deltaTime/(att_0_dist*att_0_dist); velTemp += deltVel; if(attractor_Count == 2 || attractor_Count == 3 ) { float3 att_1_Dir = normalize((att_1 - particles[index].position)); float att_1_dist = distance(att_1, particles[index].position); deltVel = targetStrength * att_1_Dir * deltaTime / att_1_dist - targetStrength * zero_mirror_radius * att_1_Dir * deltaTime/(att_1_dist*att_1_dist); velTemp += deltVel; if(attractor_Count == 3 ) { float3 att_2_Dir = normalize((att_2 - particles[index].position)); float att_2_dist = distance(att_2, particles[index].position); deltVel = targetStrength * att_2_Dir * deltaTime / att_2_dist - targetStrength * zero_mirror_radius * att_2_Dir * deltaTime/(att_2_dist*att_2_dist); velTemp += deltVel; } } //float dotVels = dot(normalize(velTemp), normalize(particles[index].velocity)); particles[index].position_last = particles[index].position; particles[index].velocity = velTemp; particles[index].position += particles[index].velocity * deltaTime; }