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239
Content/Editor/MaterialTemplates/GPUParticles.shader
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239
Content/Editor/MaterialTemplates/GPUParticles.shader
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// File generated by Flax Editor
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// Version: @0
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@3
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#include "./Flax/Common.hlsl"
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#include "./Flax/GBufferCommon.hlsl"
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#include "./Flax/Matrix.hlsl"
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@7
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// Primary constant buffer
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META_CB_BEGIN(0, Data)
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float4x4 ViewProjectionMatrix;
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float4x4 InvViewProjectionMatrix;
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float4x4 InvViewMatrix;
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float4x4 ViewMatrix;
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float4x4 WorldMatrix;
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float4x4 InvWorldMatrix;
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float3 ViewPos;
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float ViewFar;
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float3 ViewDir;
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float Time;
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float4 ViewInfo;
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float4 ScreenSize;
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float3 EffectPosition;
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float DeltaTime;
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float4 EffectRotation;
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float3 EffectScale;
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uint ParticleCounterOffset;
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float3 Dummy0;
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uint SpawnCount;
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@1META_CB_END
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// Particles data buffers
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ByteAddressBuffer SrcParticlesData : register(t0);
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RWByteAddressBuffer DstParticlesData : register(u0);
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// The GPU particles simulation context data
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struct Context
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{
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uint ParticleIndex;
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uint ParticlesCount;
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uint Seed;
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};
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@6
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// Seed generation function
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uint WangHash(uint seed)
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{
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seed = (seed ^ 61) ^ (seed >> 16);
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seed += (seed << 3);
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seed = seed ^ (seed >> 4);
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seed *= 0x27d4eb2d;
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seed = seed ^ (seed >> 15);
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return seed;
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}
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// Random number generation function
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float Rand(inout uint seed)
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{
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const uint multiplier = 0x0019660d;
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const uint increment = 0x3c6ef35f;
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seed = multiplier * seed + increment;
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return asfloat((seed >> 9) | 0x3f800000) - 1.0f;
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}
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float4 Mod289(float4 x)
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{
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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float4 Perm(float4 x)
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{
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return Mod289(((x * 34.0) + 1.0) * x);
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}
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float Noise(float3 p)
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{
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float3 a = floor(p);
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float3 d = p - a;
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d = d * d * (3.0 - 2.0 * d);
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float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
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float4 k1 = Perm(b.xyxy);
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float4 k2 = Perm(k1.xyxy + b.zzww);
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float4 c = k2 + a.zzzz;
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float4 k3 = Perm(c);
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float4 k4 = Perm(c + 1.0);
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float4 o1 = frac(k3 * (1.0 / 41.0));
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float4 o2 = frac(k4 * (1.0 / 41.0));
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float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
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float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
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return o4.y * d.y + o4.x * (1.0 - d.y);
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}
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float3 Noise3D(float3 p)
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{
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float o = Noise(p);
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float a = Noise(p + float3(0.0001f, 0.0f, 0.0f));
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float b = Noise(p + float3(0.0f, 0.0001f, 0.0f));
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float c = Noise(p + float3(0.0f, 0.0f, 0.0001f));
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float3 grad = float3(o - a, o - b, o - c);
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float3 other = abs(grad.zxy);
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return normalize(cross(grad,other));
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}
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float3 Noise3D(float3 position, int octaves, float roughness)
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{
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float weight = 0.0f;
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float3 noise = float3(0.0, 0.0, 0.0);
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float scale = 1.0f;
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for (int i = 0; i < octaves; i++)
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{
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float curWeight = pow((1.0-((float)i / octaves)), lerp(2.0, 0.2, roughness));
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noise += Noise3D(position * scale) * curWeight;
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weight += curWeight;
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scale *= 1.72531;
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}
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return noise / weight;
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}
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// Reprojects the world space position from the given UV and raw device depth
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float3 ReprojectPosition(float2 uv, float rawDepth)
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{
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uv = uv * float2(2.0, -2.0) + float2(-1.0, 1.0);
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float4 pos = mul(float4(uv.x, uv.y, rawDepth, 1.0f), InvViewProjectionMatrix);
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return pos.xyz / pos.w;
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}
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// Random values generation wrapper macros
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#define RAND Rand(context.Seed)
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#define RAND2 float2(RAND, RAND)
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#define RAND3 float3(RAND, RAND, RAND)
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#define RAND4 float4(RAND, RAND, RAND, RAND)
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@2uint GetParticleUint(uint particleIndex, int offset)
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{
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return SrcParticlesData.Load(particleIndex * PARTICLE_STRIDE + offset);
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}
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int GetParticleInt(uint particleIndex, int offset)
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{
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return asint(SrcParticlesData.Load(particleIndex * PARTICLE_STRIDE + offset));
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}
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float GetParticleFloat(uint particleIndex, int offset)
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{
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return asfloat(SrcParticlesData.Load(particleIndex * PARTICLE_STRIDE + offset));
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}
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float2 GetParticleVec2(uint particleIndex, int offset)
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{
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return asfloat(SrcParticlesData.Load2(particleIndex * PARTICLE_STRIDE + offset));
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}
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float3 GetParticleVec3(uint particleIndex, int offset)
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{
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return asfloat(SrcParticlesData.Load3(particleIndex * PARTICLE_STRIDE + offset));
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}
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float4 GetParticleVec4(uint particleIndex, int offset)
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{
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return asfloat(SrcParticlesData.Load4(particleIndex * PARTICLE_STRIDE + offset));
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}
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void SetParticleUint(uint particleIndex, int offset, uint value)
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{
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DstParticlesData.Store(particleIndex * PARTICLE_STRIDE + offset, value);
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}
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void SetParticleInt(uint particleIndex, int offset, int value)
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{
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DstParticlesData.Store(particleIndex * PARTICLE_STRIDE + offset, asuint(value));
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}
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void SetParticleFloat(uint particleIndex, int offset, float value)
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{
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DstParticlesData.Store(particleIndex * PARTICLE_STRIDE + offset, asuint(value));
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}
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void SetParticleVec2(uint particleIndex, int offset, float2 value)
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{
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DstParticlesData.Store2(particleIndex * PARTICLE_STRIDE + offset, asuint(value));
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}
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void SetParticleVec3(uint particleIndex, int offset, float3 value)
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{
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DstParticlesData.Store3(particleIndex * PARTICLE_STRIDE + offset, asuint(value));
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}
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void SetParticleVec4(uint particleIndex, int offset, float4 value)
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{
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DstParticlesData.Store4(particleIndex * PARTICLE_STRIDE + offset, asuint(value));
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}
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bool AddParticle(out uint dstIndex)
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{
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// Acquire the particle index in the destination buffer
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DstParticlesData.InterlockedAdd(ParticleCounterOffset, 1, dstIndex);
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// Prevent overflow
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return dstIndex >= PARTICLE_CAPACITY;
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}
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void UpdateParticle(Context context)
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{
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@5}
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void SpawnParticle(Context context)
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{
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if (AddParticle(context.ParticleIndex))
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return;
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@4}
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// Main entry point for the particles simulation and spawning
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META_CS(true, FEATURE_LEVEL_SM5)
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[numthreads(THREAD_GROUP_SIZE, 1, 1)]
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void CS_Main(uint3 dispatchThreadId : SV_DispatchThreadID)
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{
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Context context;
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context.ParticleIndex = dispatchThreadId.x;
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context.ParticlesCount = min(SrcParticlesData.Load(ParticleCounterOffset), PARTICLE_CAPACITY);
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context.Seed = WangHash(context.ParticleIndex ^ asuint(Time));
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if (context.ParticleIndex < context.ParticlesCount)
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{
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UpdateParticle(context);
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}
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else if (context.ParticleIndex < context.ParticlesCount + SpawnCount)
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{
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SpawnParticle(context);
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}
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}
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