Bloodmanager now has seperate values for blood mopped for both players
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54b6c3115c
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@ -15,7 +15,7 @@ public struct Droplet
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public class BloodComputeShader : MonoBehaviour
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{
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public static BloodComputeShader Instance { get; private set; }
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public static BloodComputeShader Instance { get; private set; }
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public int numParticles = 1000;
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public ComputeShader bloodCompute;
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@ -28,6 +28,9 @@ public class BloodComputeShader : MonoBehaviour
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public int activeParticles = 0;
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public long score = 0;
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public int mop1Clean = 0;
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public int mop2Clean = 0;
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public float squeakVolume = 0.0f;
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public AudioSource squeakPlayer;
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@ -104,8 +107,8 @@ public class BloodComputeShader : MonoBehaviour
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argsBuffer = new ComputeBuffer(1, 5 * sizeof(uint), ComputeBufferType.IndirectArguments);
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argsBuffer.SetData(args);
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ComputeHelper.CreateStructuredBuffer<uint>(ref numParticlesConsumedBuffer, 2);
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numParticlesConsumedBuffer.SetData(new uint[] { 0, 0 });
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ComputeHelper.CreateStructuredBuffer<uint>(ref numParticlesConsumedBuffer, 3);
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numParticlesConsumedBuffer.SetData(new uint[] { 0, 0, 0 });
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bloodCompute.SetBuffer(UpdateDustKernel, "numParticlesConsumed", numParticlesConsumedBuffer);
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// Initialize with empty data
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@ -145,50 +148,58 @@ public class BloodComputeShader : MonoBehaviour
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}
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bool putBuffer = false;
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uint[] bufferData = new uint[] {0,0};
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uint[] bufferData = {0,0,0};
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if (readbackRequest.done)
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{
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bufferData[0] = readbackRequest.GetData<uint>()[0];
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bufferData[1] = readbackRequest.GetData<uint>()[1];
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bufferData = readbackRequest.GetData<uint>().ToArray();
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// Blood cleaned
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if (bufferData[0] > 0)
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if (bufferData[0] > 0 || bufferData[1] > 0)
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{
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// Debug.Log("Cleaned " + bufferData[0]);
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activeParticles -= (int)bufferData[0];
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uint totalBloodCleaned = bufferData[0] + bufferData[1];
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activeParticles -= (int)totalBloodCleaned;
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score += bufferData[0];
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float mappedRumble = Convert.ToSingle(bufferData[0]).Remap(0, RumbleAmount, 0, 0.1f);
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// this doesnt exist but ok
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// float mappedRumble = Convert.ToSingle(bufferData[0]).Remap(0, RumbleAmount, 0, 0.1f);
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//RumbleManager.StartRumble(-1, 0, mappedRumble, 0.1f);
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squeakVolume += 0.1f;
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mop1Clean += (int)bufferData[0];
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mop2Clean += (int)bufferData[1];
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// Reset counter
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putBuffer = true;
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bufferData[0] = 0;
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bufferData[1] = 0;
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}
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// Blood hitting the floor
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if (bufferData[1] > 0) {
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splatterVolume += bufferData[1]/25.0f;
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if (bufferData[1] > 0)
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{
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splatterVolume += bufferData[1] / 25.0f;
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// Debug.Log("splat x" + bufferData[1]);
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putBuffer = true;
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bufferData[1] = 0;
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bufferData[2] = 0;
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}
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RequestAsyncReadback();
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}
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if (putBuffer) {
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if (putBuffer)
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{
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numParticlesConsumedBuffer.SetData(bufferData);
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bloodCompute.SetBuffer(UpdateDustKernel, "numParticlesConsumed", numParticlesConsumedBuffer);
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}
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ComputeHelper.Dispatch(bloodCompute, numParticles, 1, 1, UpdateDustKernel);
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@ -206,6 +217,9 @@ public class BloodComputeShader : MonoBehaviour
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if (squeakVolume < 0.001)
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squeakVolume = 0;
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mop1Clean = (int)(mop1Clean * 0.8f);
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mop2Clean = (int)(mop2Clean * 0.8f);
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}
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void FixedUpdate()
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@ -266,13 +280,13 @@ public class BloodComputeShader : MonoBehaviour
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// Test for race conditions
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// yield return new WaitForSeconds(1.0f);
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bloodCompute.SetFloat("particleVel", power/4.0f);
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bloodCompute.SetFloat("particleVel", power / 4.0f);
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bloodCompute.SetVector("particleInitPos", loc);
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bloodCompute.SetInt("particlesToInitialize", found);
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Vector3 pow = UnityEngine.Random.insideUnitSphere * power;
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pow.z = Mathf.Abs(pow.z);
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bloodCompute.SetVector("initialVelocity",pow);
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bloodCompute.SetVector("initialVelocity", pow);
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ComputeHelper.Dispatch(bloodCompute, amount, 1, 1, InitDustKernel);
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@ -2,10 +2,10 @@
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#pragma kernel UpdateDust
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struct Particle {
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float3 position;
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float3 velocity;
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float3 position;
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float3 velocity;
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uint enabled;
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uint airborne;
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uint airborne;
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};
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RWStructuredBuffer<float4> positions;
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@ -28,115 +28,112 @@ float gravity;
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float particleVel;
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// Hash function www.cs.ubc.ca/~rbridson/docs/schechter-sca08-turbulence.pdf
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uint hash(uint state)
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{
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state ^= 2747636419u;
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state *= 2654435769u;
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state ^= state >> 16;
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state *= 2654435769u;
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state ^= state >> 16;
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state *= 2654435769u;
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return state;
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uint hash(uint state) {
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state ^= 2747636419u;
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state *= 2654435769u;
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state ^= state >> 16;
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state *= 2654435769u;
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state ^= state >> 16;
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state *= 2654435769u;
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return state;
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}
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float scaleToRange01(uint state)
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{
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return state / 4294967295.0;
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float scaleToRange01(uint state) { return state / 4294967295.0; }
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[numthreads(64, 1, 1)] void InitDust(uint3 id
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: SV_DispatchThreadID) {
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if (id.x > particlesToInitialize) {
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return;
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}
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uint i = freeParticles[id.x];
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// if (particles[id.x].enabled != 0 || numParticlesInitialized[0] >=
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// numParticles ) {
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while (i <= numParticles) {
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if (i == numParticles) {
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return;
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}
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if (particles[i].enabled == 0) {
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break;
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}
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i++;
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}
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uint randState = i;
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randState = hash(randState);
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float dv = scaleToRange01(randState) * 3.14f * 2.0f;
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float dx = cos(dv);
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float dy = sin(dv);
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randState = hash(randState);
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float dz = scaleToRange01(randState);
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float3 nvel = float3(dx, dy, dz) * particleVel;
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randState = hash(randState);
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nvel.xy *= scaleToRange01(randState);
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randState = hash(randState);
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float3 iv = initialVelocity * scaleToRange01(randState);
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particles[i].velocity = iv + nvel;
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particles[i].position = particleInitPos;
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particles[i].position.z = 0.01;
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particles[i].enabled = 1;
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particles[i].airborne = 1;
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positions[i] = float4(particles[i].position, 1 * size);
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// particles[i].position = positions[i].xyz;
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// InterlockedAdd(numParticlesInitialized[0],1);
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}
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[numthreads(64,1,1)]
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void InitDust (uint3 id : SV_DispatchThreadID)
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{
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if (id.x > particlesToInitialize) {
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return;
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}
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uint i = freeParticles[id.x];
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// if (particles[id.x].enabled != 0 || numParticlesInitialized[0] >= numParticles ) {
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while (i <= numParticles) {
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if (i == numParticles) {
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return;
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}
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if (particles[i].enabled == 0) {
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break;
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}
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i++;
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}
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uint randState = i;
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randState = hash(randState);
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float dv = scaleToRange01(randState) * 3.14f*2.0f;
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float dx = cos(dv);
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float dy = sin(dv);
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randState = hash(randState);
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float dz = scaleToRange01(randState);
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float3 nvel = float3(dx, dy, dz) * particleVel;
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randState = hash(randState);
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nvel.xy *= scaleToRange01(randState);
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randState = hash(randState);
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float3 iv = initialVelocity * scaleToRange01(randState);
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particles[i].velocity = iv + nvel;
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particles[i].position = particleInitPos;
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particles[i].position.z = 0.01;
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particles[i].enabled = 1;
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particles[i].airborne = 1;
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positions[i] = float4(particles[i].position, 1 * size);
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// particles[i].position = positions[i].xyz;
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// InterlockedAdd(numParticlesInitialized[0],1);
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}
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[numthreads(64,1,1)]
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void UpdateDust (uint3 id : SV_DispatchThreadID)
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{
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uint i = id.x;
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[numthreads(64, 1, 1)] void UpdateDust(uint3 id
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: SV_DispatchThreadID) {
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uint i = id.x;
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if (particles[i].enabled == 0) {
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return;
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}
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float3 pos = particles[i].position;
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return;
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}
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if (particles[i].position.z > 0) {
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particles[i].velocity.z -= gravity * deltaTime;
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} else {
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particles[i].velocity -= particles[i].velocity * deltaTime * 15;
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if (particles[i].airborne == 1) {
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particles[i].airborne = 0;
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float3 pos = particles[i].position;
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// Increase splattered particles
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InterlockedAdd(numParticlesConsumed[1],1);
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}
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if (particles[i].position.z > 0) {
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particles[i].velocity.z -= gravity * deltaTime;
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} else {
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particles[i].velocity -= particles[i].velocity * deltaTime * 15;
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float3 offset1 = mop1Pos - pos;
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offset1.z = 0;
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float dist1 = dot(offset1, offset1);
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if (particles[i].airborne == 1) {
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particles[i].airborne = 0;
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float3 offset2 = mop2Pos - pos;
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offset2.z = 0;
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float dist2 = dot(offset2, offset2);
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// Increase splattered particles
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InterlockedAdd(numParticlesConsumed[2], 1);
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}
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float dist = min(dist1, dist2);
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if (dist < CleanRadius) {
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particles[i].enabled = 0;
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// Increase cleaned particles
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InterlockedAdd(numParticlesConsumed[0],1);
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}
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}
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float3 offset1 = mop1Pos - pos;
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offset1.z = 0;
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float dist1 = dot(offset1, offset1);
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particles[i].position += particles[i].velocity * deltaTime;
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positions[i] = float4(particles[i].position, particles[i].enabled * size);
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float3 offset2 = mop2Pos - pos;
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offset2.z = 0;
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float dist2 = dot(offset2, offset2);
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float dist = min(dist1, dist2);
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if (dist < CleanRadius) {
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particles[i].enabled = 0;
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// Increase cleaned particles
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if (dist1 < dist2) { // Mop1 is the one that cleaned
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InterlockedAdd(numParticlesConsumed[0], 1);
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} else {
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InterlockedAdd(numParticlesConsumed[1], 1);
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}
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}
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}
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particles[i].position += particles[i].velocity * deltaTime;
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positions[i] = float4(particles[i].position, particles[i].enabled * size);
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}
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