Rendeirng problems fixed
Problem was broken uv coordinates in the fragment shader
This commit is contained in:
@@ -1,7 +1,7 @@
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import {Component} from '@angular/core';
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import {BabylonCanvas, RenderConfig, SceneReadyEvent} from '../../../shared/rendering/canvas/babylon-canvas.component';
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import {MatCard, MatCardContent, MatCardHeader, MatCardTitle} from '@angular/material/card';
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import {ComputeShader, ShaderLanguage, StorageBuffer, UniformBuffer} from '@babylonjs/core';
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import {ComputeShader, ShaderLanguage, StorageBuffer} from '@babylonjs/core';
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import {PENDULUM_FRAGMENT_SHADER_WGSL, PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL, PENDULUM_RENDER_COMPUTE_SHADER_WGSL, PENDULUM_VERTEX_SHADER_WGSL} from './pendulum.shader';
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@Component({
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@@ -25,7 +25,7 @@ export class PendulumComponent {
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vertexShader: PENDULUM_VERTEX_SHADER_WGSL,
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fragmentShader: PENDULUM_FRAGMENT_SHADER_WGSL,
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uniformNames: [],
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uniformBufferNames: ["params"]
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uniformBufferNames: []
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};
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onSceneReady(event: SceneReadyEvent) {
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@@ -38,24 +38,17 @@ export class PendulumComponent {
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const height = engine.getRenderHeight();
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const totalPixels = width * height;
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// Buffer 1: Die Pixel (Bild)
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const pixelBuffer = new StorageBuffer(engine, totalPixels * 4);
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// Buffer 2: Physik-Status
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const stateBuffer = new StorageBuffer(engine, 4 * 4);
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stateBuffer.update(new Float32Array([Math.PI / 4, Math.PI / 2, 0, 0]));
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const ubo = new UniformBuffer(engine);
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ubo.addUniform("resolution", 2);
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ubo.addUniform("time", 1);
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ubo.addUniform("dt", 1);
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ubo.addUniform("g", 1);
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ubo.addUniform("m1", 1);
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ubo.addUniform("m2", 1);
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ubo.addUniform("l1", 1);
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ubo.addUniform("l2", 1);
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ubo.addUniform("damping", 1);
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ubo.addUniform("pad1", 1);
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ubo.addUniform("pad2", 1);
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ubo.update();
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// Buffer 3: Parameter (DER NEUE, ABSOLUT SICHERE WEG)
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// Wir reservieren Platz für 10 Floats.
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const paramsBuffer = new StorageBuffer(engine, 10 * 4);
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const paramsData = new Float32Array(10);
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const csPhysics = new ComputeShader("physics", engine, {
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computeSource: PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL
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@@ -66,7 +59,7 @@ export class PendulumComponent {
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}
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});
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csPhysics.setStorageBuffer("state", stateBuffer);
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csPhysics.setUniformBuffer("p", ubo);
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csPhysics.setStorageBuffer("p", paramsBuffer); // Nutzen jetzt StorageBuffer
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const csRender = new ComputeShader("render", engine, {
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computeSource: PENDULUM_RENDER_COMPUTE_SHADER_WGSL
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@@ -78,40 +71,39 @@ export class PendulumComponent {
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}
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});
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csRender.setStorageBuffer("pixelBuffer", pixelBuffer);
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csRender.setUniformBuffer("p", ubo);
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csRender.setStorageBuffer("p", paramsBuffer);
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csRender.setStorageBuffer("state", stateBuffer);
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// Material Setup
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const plane = scene.getMeshByName("plane");
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if (plane?.material) {
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const mat = plane.material as any;
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mat.setStorageBuffer("pixelBuffer", pixelBuffer);
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mat.setUniformBuffer("params", ubo);
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mat.setStorageBuffer("paramsBuffer", paramsBuffer); // Auch hier StorageBuffer
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}
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let time = 0;
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const dt = 0.015;
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// Du hast die Physik wieder drin gelassen, das ist super:
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scene.onBeforeRenderObservable.add(() => {
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time += dt;
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const currentWidth = engine.getRenderWidth();
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const currentHeight = engine.getRenderHeight();
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ubo.updateFloat2("resolution", currentWidth, currentHeight);
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ubo.updateFloat("time", time);
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ubo.updateFloat("dt", dt);
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ubo.updateFloat("g", 9.81);
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ubo.updateFloat("m1", 2.0);
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ubo.updateFloat("m2", 1.0);
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ubo.updateFloat("l1", 1.5);
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ubo.updateFloat("l2", 1.2);
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ubo.updateFloat("damping", 0.99);
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ubo.updateFloat("pad1", 0);
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ubo.updateFloat("pad2", 0);
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ubo.update();
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paramsData[0] = currentWidth;
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paramsData[1] = currentHeight;
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paramsData[2] = time;
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paramsData[3] = dt;
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paramsData[4] = 9.81; // g
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paramsData[5] = 2.0; // m1
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paramsData[6] = 1.0; // m2
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paramsData[7] = 1.5; // l1
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paramsData[8] = 1.2; // l2
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paramsData[9] = 0.99; // damping
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paramsBuffer.update(paramsData);
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// Physik Dispatch an
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csPhysics.dispatch(1, 1, 1);
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const totalPixels = currentWidth * currentHeight;
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@@ -13,35 +13,36 @@
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`;
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export const PENDULUM_FRAGMENT_SHADER_WGSL = `
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varying vUV : vec2<f32>;
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varying vUV : vec2<f32>; // Lassen wir stehen, damit der Vertex-Shader nicht meckert
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var<storage, read> pixelBuffer : array<f32>;
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var<uniform> params : Params; // Zurück zum bewährten Struct!
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struct Params {
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resolution: vec2<f32>,
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time: f32,
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dt: f32,
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g: f32,
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m1: f32,
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m2: f32,
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l1: f32,
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l2: f32,
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damping: f32,
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pad1: f32,
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pad2: f32
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};
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var<storage, read> paramsBuffer : array<f32>;
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@fragment
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fn main(input : FragmentInputs) -> FragmentOutputs {
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let width = u32(params.resolution.x);
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let height = u32(params.resolution.y);
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let width = u32(paramsBuffer[0]);
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let height = u32(paramsBuffer[1]);
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// clamp schützt uns vor Abstürzen durch Rundungsfehler am Bildschirmrand
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let x = clamp(u32(input.vUV.x * params.resolution.x), 0u, width - 1u);
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let y = clamp(u32(input.vUV.y * params.resolution.y), 0u, height - 1u);
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if (width == 0u || height == 0u) {
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fragmentOutputs.color = vec4<f32>(0.5, 0.0, 0.0, 1.0);
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return fragmentOutputs;
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}
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// ==============================================================
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// DER MAGISCHE TRICK: Wir ignorieren die kaputten UV-Koordinaten!
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// input.position enthält die exakten Bildschirm-Pixelkoordinaten
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// (z.B. x geht von 0 bis 1000, y geht von 0 bis 1000).
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// Damit lesen wir den Puffer 1:1 auf Pixel-Ebene aus!
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// ==============================================================
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let x = u32(input.position.x);
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let y = u32(input.position.y);
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// Sicherheits-Check, damit wir nicht außerhalb des Buffers lesen
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if (x >= width || y >= height) {
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fragmentOutputs.color = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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return fragmentOutputs;
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}
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let index = y * width + x;
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let val = pixelBuffer[index];
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var color = vec3<f32>(0.1, 0.1, 0.15);
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@@ -62,21 +63,7 @@ export const PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL = `
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};
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@group(0) @binding(0) var<storage, read_write> state : State;
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@group(0) @binding(1) var<uniform> p : Params;
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struct Params {
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resolution: vec2<f32>,
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time: f32,
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dt: f32,
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g: f32,
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m1: f32,
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m2: f32,
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l1: f32,
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l2: f32,
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damping: f32,
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pad1: f32, // <-- Alignment
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pad2: f32 // <-- Alignment
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};
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@group(0) @binding(1) var<storage, read> p : array<f32>;
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@compute @workgroup_size(1)
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fn main() {
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@@ -85,11 +72,13 @@ export const PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL = `
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let v1 = state.v1;
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let v2 = state.v2;
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let m1 = p.m1;
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let m2 = p.m2;
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let l1 = p.l1;
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let l2 = p.l2;
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let g = p.g;
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let dt = p[3];
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let g = p[4];
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let m1 = p[5];
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let m2 = p[6];
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let l1 = p[7];
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let l2 = p[8];
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let damping = p[9];
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let num1 = -g * (2.0 * m1 + m2) * sin(t1)
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- m2 * g * sin(t1 - 2.0 * t2)
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@@ -101,13 +90,13 @@ export const PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL = `
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let den2 = l2 * (2.0 * m1 + m2 - m2 * cos(2.0 * t1 - 2.0 * t2));
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let a2 = num2 / den2;
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let new_v1 = (v1 + a1 * p.dt) * p.damping;
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let new_v2 = (v2 + a2 * p.dt) * p.damping;
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let new_v1 = (v1 + a1 * dt) * damping;
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let new_v2 = (v2 + a2 * dt) * damping;
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state.v1 = new_v1;
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state.v2 = new_v2;
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state.theta1 = t1 + new_v1 * p.dt;
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state.theta2 = t2 + new_v2 * p.dt;
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state.theta1 = t1 + new_v1 * dt;
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state.theta2 = t2 + new_v2 * dt;
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}
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`;
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@@ -120,23 +109,9 @@ export const PENDULUM_RENDER_COMPUTE_SHADER_WGSL = `
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};
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@group(0) @binding(0) var<storage, read_write> pixelBuffer : array<f32>;
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@group(0) @binding(1) var<uniform> p : Params;
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@group(0) @binding(1) var<storage, read> p : array<f32>;
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@group(0) @binding(2) var<storage, read> state : State;
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struct Params {
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resolution: vec2<f32>,
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time: f32,
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dt: f32,
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g: f32,
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m1: f32,
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m2: f32,
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l1: f32,
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l2: f32,
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damping: f32,
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pad1: f32,
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pad2: f32
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};
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fn sdSegment(p: vec2<f32>, a: vec2<f32>, b: vec2<f32>) -> f32 {
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let pa = p - a;
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let ba = b - a;
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@@ -147,21 +122,23 @@ export const PENDULUM_RENDER_COMPUTE_SHADER_WGSL = `
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@compute @workgroup_size(64)
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fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
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let index = global_id.x;
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let width = u32(p.resolution.x);
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let height = u32(p.resolution.y);
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let width = u32(p[0]);
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let height = u32(p[1]);
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if (index >= width * height) { return; }
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let x = f32(index % width);
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let y = f32(index / width);
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let uv = vec2<f32>(x / p.resolution.x, y / p.resolution.y);
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let uv = vec2<f32>(x / p[0], y / p[1]);
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let aspect = p.resolution.x / p.resolution.y;
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let aspect = p[0] / p[1];
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let uv_corr = vec2<f32>(uv.x * aspect, uv.y);
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var newVal = 0.0;
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let origin = vec2<f32>(0.5 * aspect, 0.7);
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// 1. FIX: Y = 0.3 setzt den Ursprung ins obere Drittel des Bildschirms
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let origin = vec2<f32>(0.5 * aspect, 0.3);
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let s1 = sin(state.theta1);
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let c1 = cos(state.theta1);
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@@ -170,15 +147,15 @@ export const PENDULUM_RENDER_COMPUTE_SHADER_WGSL = `
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let displayScale = 0.15;
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let p1 = origin + vec2<f32>(s1, -c1) * p.l1 * displayScale;
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let p2 = p1 + vec2<f32>(s2, -c2) * p.l2 * displayScale;
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// 2. FIX: +c1 und +c2 genutzt, da Y in WebGPU nach unten wächst
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let p1 = origin + vec2<f32>(s1, c1) * p[7] * displayScale;
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let p2 = p1 + vec2<f32>(s2, c2) * p[8] * displayScale;
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let dLine1 = sdSegment(uv_corr, origin, p1);
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let dLine2 = sdSegment(uv_corr, p1, p2);
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let dMass1 = length(uv_corr - p1);
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let dMass2 = length(uv_corr - p2);
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// Geometrie zeichnen
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let lineThick = 0.003;
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let m1Radius = 0.02;
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let m2Radius = 0.02;
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