#version 430 #extension GL_ARB_gpu_shader_fp64 : enable layout (local_size_x=50, local_size_y=1, local_size_z=1) in; layout(std430, binding = 0) buffer PositionBuffer { dvec2 X[]; }; layout(std430, binding = 1) buffer VelocityBuffer { dvec2 V[]; }; layout(std430, binding = 2) buffer MassBuffer { double M[]; }; layout(std430, binding = 3) buffer LengthBuffer { double L[]; }; layout(std430, binding = 4) buffer IndexBuffer { uint indices[]; }; layout(std430, binding = 5) buffer SegmentCountBuffer { uint segmentCounts[]; }; uniform double h; uniform double gravity; uniform uint substeps; shared dvec2 P[50]; void solveConstraint(uint segmentId, uint gIndex){ double w1 = segmentId == 0 ? 0.0 : 1.0 / M[gIndex - 1]; double w2 = 1.0 / M[gIndex]; dvec2 s = (segmentId == 0 ? dvec2(0, 0) : P[segmentId - 1]) - P[segmentId]; dvec2 n = normalize(s); double l = length(s); dvec2 deltaP1 = n * -w1 / (w1 + w2) * (l - L[gIndex]); dvec2 deltaP2 = n * w2 / (w1 + w2) * (l - L[gIndex]); if (segmentId > 0) P[segmentId - 1] += deltaP1; P[segmentId] += deltaP2; } void main() { uint pendulumId = gl_WorkGroupID.x; uint i_off = indices[pendulumId]; uint count = segmentCounts[pendulumId]; uint localId = gl_LocalInvocationID.x; uint index = i_off + localId; if (localId >= count) return; for (int k = 0; k < substeps; k++){ // explicit integration with gravity as external force V[index] = V[index] + dvec2(0, -gravity * h); P[localId] = X[index] + V[index] * h; memoryBarrierShared(); if (localId % 2 == 0){ solveConstraint(localId, i_off + localId); if (localId + 1 < count){ memoryBarrierShared(); solveConstraint(localId + 1, i_off + localId + 1); } } barrier(); // update position and velocity V[index] = (P[localId] - X[index]) / h; X[index] = P[localId]; memoryBarrierBuffer(); } }