Add Margolus block CA sand physics shader

This commit is contained in:
Jared Miller 2026-03-11 14:09:51 -04:00
parent 3787dbbc3a
commit 9e5af09476
Signed by: shmup
GPG key ID: 22B5C6D66A38B06C
2 changed files with 128 additions and 0 deletions

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precision highp float;
precision highp int;
in vec2 vUv;
uniform sampler2D uWorld;
uniform sampler2D uMaterialProps;
uniform vec2 uBlockOffset;
uniform int uFrame;
out vec4 fragColor;
uint hash(uint x) {
x ^= x >> 16u;
x *= 0x45d9f3bu;
x ^= x >> 16u;
return x;
}
void main() {
ivec2 pixel = ivec2(gl_FragCoord.xy);
ivec2 blockBase = ((pixel - ivec2(uBlockOffset)) / 2) * 2 + ivec2(uBlockOffset);
ivec2 localPos = pixel - blockBase;
int localIndex = localPos.x + localPos.y * 2;
// bounds check
int worldSize = int(WORLD_SIZE);
if (blockBase.x < 0 || blockBase.y < 0 ||
blockBase.x + 1 >= worldSize || blockBase.y + 1 >= worldSize) {
fragColor = texelFetch(uWorld, pixel, 0);
return;
}
// read 2x2 block
vec4 cells[4];
float behaviors[4];
float densities[4];
for (int i = 0; i < 4; i++) {
ivec2 p = blockBase + ivec2(i % 2, i / 2);
cells[i] = texelFetch(uWorld, p, 0);
vec4 props = texelFetch(uMaterialProps, ivec2(int(cells[i].r), 0), 0);
behaviors[i] = props.r;
densities[i] = props.g;
}
// capture blocked state before vertical swaps modify the arrays
bool col0Blocked = (behaviors[0] == BEHAVIOR_SOLID || behaviors[2] == BEHAVIOR_SOLID || densities[0] <= densities[2]);
bool col1Blocked = (behaviors[1] == BEHAVIOR_SOLID || behaviors[3] == BEHAVIOR_SOLID || densities[1] <= densities[3]);
// random seed for this block this frame
uint seed = hash(uint(blockBase.x) * 7919u + uint(blockBase.y) * 6271u + uint(uFrame) * 3571u);
// try vertical gravity: column 0 (indices 0, 2) and column 1 (indices 1, 3)
// top=0,1 bottom=2,3
// block layout:
// [0][1] <- top row
// [2][3] <- bottom row
// if top is movable and top.density > bottom.density, swap
for (int col = 0; col < 2; col++) {
int top = col; // 0 or 1
int bot = col + 2; // 2 or 3
if (behaviors[top] != BEHAVIOR_SOLID && behaviors[bot] != BEHAVIOR_SOLID) {
if (densities[top] > densities[bot]) {
// swap entire vec4
vec4 tmp = cells[top];
cells[top] = cells[bot];
cells[bot] = tmp;
// update cached props
float tmpB = behaviors[top]; behaviors[top] = behaviors[bot]; behaviors[bot] = tmpB;
float tmpD = densities[top]; densities[top] = densities[bot]; densities[bot] = tmpD;
}
}
}
// try diagonal: if top cell still has high density and couldn't fall straight
// for top-left (0): can it go diagonal to bottom-right (3)?
// for top-right (1): can it go diagonal to bottom-left (2)?
// only if the cell directly below is blocked (same or higher density)
bool tryLeftFirst = (seed & 1u) == 0u;
if (tryLeftFirst) {
// try 0->3 diagonal (top-left to bottom-right)
if (col0Blocked && behaviors[0] != BEHAVIOR_SOLID && behaviors[3] != BEHAVIOR_SOLID &&
densities[0] > densities[3]) {
vec4 tmp = cells[0]; cells[0] = cells[3]; cells[3] = tmp;
float tmpB = behaviors[0]; behaviors[0] = behaviors[3]; behaviors[3] = tmpB;
float tmpD = densities[0]; densities[0] = densities[3]; densities[3] = tmpD;
}
// try 1->2 diagonal (top-right to bottom-left)
if (col1Blocked && behaviors[1] != BEHAVIOR_SOLID && behaviors[2] != BEHAVIOR_SOLID &&
densities[1] > densities[2]) {
vec4 tmp = cells[1]; cells[1] = cells[2]; cells[2] = tmp;
float tmpB = behaviors[1]; behaviors[1] = behaviors[2]; behaviors[2] = tmpB;
float tmpD = densities[1]; densities[1] = densities[2]; densities[2] = tmpD;
}
} else {
// try 1->2 first
if (col1Blocked && behaviors[1] != BEHAVIOR_SOLID && behaviors[2] != BEHAVIOR_SOLID &&
densities[1] > densities[2]) {
vec4 tmp = cells[1]; cells[1] = cells[2]; cells[2] = tmp;
float tmpB = behaviors[1]; behaviors[1] = behaviors[2]; behaviors[2] = tmpB;
float tmpD = densities[1]; densities[1] = densities[2]; densities[2] = tmpD;
}
// try 0->3
if (col0Blocked && behaviors[0] != BEHAVIOR_SOLID && behaviors[3] != BEHAVIOR_SOLID &&
densities[0] > densities[3]) {
vec4 tmp = cells[0]; cells[0] = cells[3]; cells[3] = tmp;
float tmpB = behaviors[0]; behaviors[0] = behaviors[3]; behaviors[3] = tmpB;
float tmpD = densities[0]; densities[0] = densities[3]; densities[3] = tmpD;
}
}
fragColor = cells[localIndex];
}

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precision highp float;
precision highp int;
in vec3 position;
in vec2 uv;
out vec2 vUv;
void main() {
vUv = uv;
gl_Position = vec4(position, 1.0);
}