Files
VoxelForge/Shaders/LivingPlane.usf
T
Fr0zkaandClaude Opus 5.5 3b71d35eba experiment: LivingPlane repeatable + standalone UE runtime module (L164)
Readback barrier fix (GL_TEXTURE_UPDATE_BARRIER_BIT before glGetTexImage); check_repeatability.py compares full-field
checksums across query/capture settings - Intel GPU PASS (3b9d45905c7aafff), llvmpipe PASS, mismatch control fails.
New runtime module VoxelForgeLivingPlane (separate from generation): RDG global shader (Shaders/LivingPlane.usf),
ping-pong RGBA32F render targets, actor with WPO plane and object inputs, no CPU readback. Compiles in Linux UE 5.7.
Windows build: Source/VoxelForgeLivingPlane/*, Shaders/LivingPlane.usf, VoxelForge.uplugin. Setup: UE-SETUP.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
2026-11-02 11:10:43 +01:00

86 lines
2.8 KiB
Plaintext

Texture2D<float4> SourceState;
RWTexture2D<float4> TargetState;
int2 GridSize;
float Dt;
float Dx;
float PlaneLength;
float WaveSpeed;
float Damping;
float FoundationStiffness;
float TimeSeconds;
float2 BreathingSettings;
float4 ImprintSettings;
float4 ObjectPositionRadius[2];
float4 ObjectVelocityPush[2];
[numthreads(8, 8, 1)]
void MainCS(uint3 DispatchThreadId : SV_DispatchThreadID)
{
int2 Pixel = int2(DispatchThreadId.xy);
if (Pixel.x >= GridSize.x || Pixel.y >= GridSize.y)
{
return;
}
int2 Lo = int2(0, 0);
int2 Hi = GridSize - 1;
float4 State = SourceState.Load(int3(Pixel, 0));
float Height = State.r;
float Velocity = State.g;
float Imprint = State.b;
float Left = SourceState.Load(int3(max(Pixel + int2(-1, 0), Lo), 0)).r;
float Right = SourceState.Load(int3(min(Pixel + int2(1, 0), Hi), 0)).r;
float Down = SourceState.Load(int3(max(Pixel + int2(0, -1), Lo), 0)).r;
float Up = SourceState.Load(int3(min(Pixel + int2(0, 1), Hi), 0)).r;
float Laplacian = (Left + Right + Down + Up - 4.0 * Height) / max(Dx * Dx, 1.0e-8);
float2 World = (float2(Pixel) + 0.5) * Dx - PlaneLength * 0.5;
float Interaction = 0.0;
float Contact = 0.0;
for (int ObjectIndex = 0; ObjectIndex < 2; ++ObjectIndex)
{
float4 PositionRadius = ObjectPositionRadius[ObjectIndex];
if (PositionRadius.w <= 0.0)
{
continue;
}
float4 VelocityPush = ObjectVelocityPush[ObjectIndex];
float Radius = PositionRadius.w;
float Sigma = max(Radius * (0.58 / 0.43), Dx);
float2 Offset = World - PositionRadius.xy;
float Weight = exp(-dot(Offset, Offset) / max(2.0 * Sigma * Sigma, 1.0e-8));
float HeightAboveContact = max(PositionRadius.z - Radius, 0.0);
float ContactHeight = 1.0 - smoothstep(0.0, max(Radius, Dx), HeightAboveContact);
float ImpactSpeed = length(VelocityPush.xy) * 0.25 + max(-VelocityPush.z, 0.0) * 0.5;
float Push = max(VelocityPush.w, 0.0) + ImpactSpeed;
Interaction -= Push * Weight * ContactHeight;
if (Push > 0.0)
{
Contact = max(Contact, Weight * ContactHeight);
}
}
float Breathing = 0.0;
if (BreathingSettings.x != 0.0)
{
float Swell = sin(World.x * 0.48 - TimeSeconds * 0.22)
* cos(World.y * 0.42 + TimeSeconds * 0.16);
Breathing = BreathingSettings.y * Swell * sin(TimeSeconds * 0.48);
}
float NextImprint = Imprint;
if (ImprintSettings.x != 0.0)
{
NextImprint = clamp(Imprint * exp(-Dt / max(ImprintSettings.z, 1.0e-4))
- Contact * ImprintSettings.y * Dt, -ImprintSettings.w, 0.0);
}
float FoundationTarget = ImprintSettings.x != 0.0 ? Imprint : 0.0;
float Acceleration = WaveSpeed * WaveSpeed * Laplacian
- FoundationStiffness * (Height - FoundationTarget) + Interaction + Breathing;
float NextVelocity = (Velocity + Acceleration * Dt) * exp(-Damping * Dt);
float NextHeight = Height + NextVelocity * Dt;
TargetState[Pixel] = float4(NextHeight, NextVelocity, NextImprint, 0.0);
}