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AyuGramDesktop/Telegram/shaders/thanos_update.comp
T
2026-05-26 22:26:47 +04:00

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#version 450
layout(local_size_x = 64) in;
layout(rgba32f, binding = 0) uniform image2D particleStateImage;
layout(rgba32f, binding = 2) uniform image2D particleVelocityImage;
layout(std140, binding = 1) uniform Params {
uint particleCountX;
uint particleCountY;
float phase;
float timeStep;
};
float easeInWindow(float fraction, float t) {
float windowSize = 0.8;
float windowStart = -windowSize;
float windowEnd = 1.0;
float windowPos = (1.0 - fraction) * windowStart + fraction * windowEnd;
float windowT = clamp(t - windowPos, 0.0, windowSize) / windowSize;
return 1.0 - windowT;
}
void main() {
uint gid = gl_GlobalInvocationID.x;
uint count = particleCountX * particleCountY;
if (gid >= count) {
return;
}
float easeInDuration = 0.8;
float effectFraction = clamp(phase, 0.0, easeInDuration) / easeInDuration;
uint particleX = gid % particleCountX;
float particleXFraction = float(particleX) / float(particleCountX);
float particleFraction = easeInWindow(effectFraction, particleXFraction);
ivec2 coord = ivec2(
int(particleX),
int(gid / particleCountX));
vec4 state = imageLoad(particleStateImage, coord);
vec2 offset = state.xy;
float lifetime = state.z;
vec2 velocity = imageLoad(particleVelocityImage, coord).xy;
offset += velocity * timeStep * particleFraction;
velocity.y += 80.0 * timeStep * particleFraction;
lifetime = max(0.0, lifetime - 0.6 * timeStep * particleFraction);
imageStore(particleStateImage, coord, vec4(offset, lifetime, 0.0));
imageStore(particleVelocityImage, coord, vec4(velocity, 0.0, 0.0));
}