1#define_import_path bevy_gaussian_splatting::morph::particle 3#import bevy_gaussian_splatting::bindings::{ 8#import bevy_gaussian_splatting::spherical_harmonics::spherical_harmonics_lookup 9#import bevy_gaussian_splatting::transform::{ 15struct ParticleBehavior { 16 @location(0) indicies: vec4<i32>, 17 @location(1) velocity: vec4<f32>, 18 @location(2) acceleration: vec4<f32>, 19 @location(3) jerk: vec4<f32>, 22@group(3) @binding(7) var<storage, read_write> particle_behaviors: array<ParticleBehavior>; 25@compute @workgroup_size(32, 32) 26fn apply_particle_behaviors( 27 @builtin(local_invocation_id) gl_LocalInvocationID: vec3<u32>, 28 @builtin(global_invocation_id) gl_GlobalInvocationID: vec3<u32>, 30 let behavior_index = gl_GlobalInvocationID.x * 32u + gl_GlobalInvocationID.y; 31 let behavior = particle_behaviors[behavior_index]; 33 let point_index = behavior.indicies.x; 34 let point = position_visibility[point_index]; 38 let delta_position = behavior.velocity * globals.delta_time + 0.5 * behavior.acceleration * globals.delta_time * globals.delta_time + 1.0 / 6.0 * behavior.jerk * globals.delta_time * globals.delta_time * globals.delta_time; 39 let delta_velocity = behavior.acceleration * globals.delta_time + 0.5 * behavior.jerk * globals.delta_time * globals.delta_time; 40 let delta_acceleration = behavior.jerk * globals.delta_time; 42 let new_position = point + delta_position; 43 let new_velocity = behavior.velocity + delta_velocity; 44 let new_acceleration = behavior.acceleration + delta_acceleration; 48 if (behavior.indicies.x < 0) { 52 position_visibility[point_index] = new_position; 53 particle_behaviors[behavior_index].velocity = new_velocity; 54 particle_behaviors[behavior_index].acceleration = new_acceleration;