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https://github.com/csd4ni3l/simulator-games.git
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Add Lorenz attractor, fix add point button style in Voronoi DIagram
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75
game/lorenz_attractor_simulator/shader.py
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75
game/lorenz_attractor_simulator/shader.py
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import pyglet, pyglet.graphics
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from pyglet.gl import GL_NEAREST
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shader_source = """#version 430 core
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uniform vec2 resolution;
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uniform float sigma;
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uniform float rho;
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uniform float beta;
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uniform float dt;
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uniform int steps;
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uniform float decay_factor;
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layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
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layout (location = 0, rgba32f) uniform image2D img_output;
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vec2 project (vec3 p) {
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return (vec2(p.x + 25, p.z) * 0.02);
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}
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void main() {
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ivec2 texel_coord = ivec2(gl_GlobalInvocationID.xy);
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if (texel_coord.x >= int(resolution.x) || texel_coord.y >= int(resolution.y)) {
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return;
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}
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vec4 current_color = imageLoad(img_output, texel_coord);
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current_color.rgb *= decay_factor;
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imageStore(img_output, texel_coord, current_color);
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for (int seed_offset = 0; seed_offset < 4; seed_offset++) {
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float seedx = (float(texel_coord.x + seed_offset * 0.25) / resolution.x - 0.5) * 20.0;
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float seedy = (float(texel_coord.y + seed_offset * 0.25) / resolution.y - 0.5) * 20.0;
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float seedz = 15.0 + seed_offset * 2.0;
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vec3 p = vec3(seedx, seedy, seedz);
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for (int i = 0; i < steps; i++) {
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float dx = sigma * (p.y - p.x);
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float dy = p.x * (rho - p.z) - p.y;
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float dz = p.x * p.y - beta * p.z;
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p += vec3(dx, dy, dz) * dt;
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vec2 uv = project(p);
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ivec2 coord = ivec2(uv * resolution);
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if (coord.x >= 0 && coord.x < int(resolution.x) &&
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coord.y >= 0 && coord.y < int(resolution.y)) {
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vec4 old_color = imageLoad(img_output, coord);
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float intensity = 0.008;
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vec3 new_color = old_color.rgb + vec3(intensity, intensity * 0.6, intensity * 0.9);
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new_color = min(new_color, vec3(1.0));
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imageStore(img_output, coord, vec4(new_color, 1.0));
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}
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}
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}
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}
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"""
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def create_shader(width, height):
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shader_program = pyglet.graphics.shader.ComputeShaderProgram(shader_source)
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lorenz_attractor_image = pyglet.image.Texture.create(width, height, internalformat=pyglet.gl.GL_RGBA32F, min_filter=GL_NEAREST, mag_filter=GL_NEAREST)
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uniform_location = shader_program["img_output"]
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lorenz_attractor_image.bind_image_texture(unit=uniform_location)
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return shader_program, lorenz_attractor_image
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