From 94de8caf4bc3edc87d4b9f92143efd4c6c0f6012 Mon Sep 17 00:00:00 2001 From: Andreas Grois Date: Fri, 16 Mar 2018 07:23:49 +0100 Subject: Fix wrong seed calculation, now I've had some sleep. --- BuddhaTest/Shaders/BuddhaCompute.glsl | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'BuddhaTest') diff --git a/BuddhaTest/Shaders/BuddhaCompute.glsl b/BuddhaTest/Shaders/BuddhaCompute.glsl index ddcbace..bca9025 100644 --- a/BuddhaTest/Shaders/BuddhaCompute.glsl +++ b/BuddhaTest/Shaders/BuddhaCompute.glsl @@ -193,8 +193,7 @@ void main() { uvec3 totalWorkersPerDimension = gl_WorkGroupSize * gl_NumWorkGroups; uint totalWorkers = totalWorkersPerDimension.x*totalWorkersPerDimension.y*totalWorkersPerDimension.z; - //TODO: Check this once I've had some sleep. Anyhow, I'm using 1D, so y and z components globalInfocationID should be zero anyhow. - uint seed = iterationCount * totalWorkers + gl_GlobalInvocationID.x + gl_GlobalInvocationID.y*totalWorkersPerDimension.x + gl_GlobalInvocationID.z*(totalWorkersPerDimension.x + totalWorkersPerDimension.y); + uint seed = iterationCount * totalWorkers + gl_GlobalInvocationID.x + gl_GlobalInvocationID.y*totalWorkersPerDimension.x + gl_GlobalInvocationID.z*(totalWorkersPerDimension.x * totalWorkersPerDimension.y); uint yDecoupler = iterationCount; vec2 offset = getStartValue(seed, yDecoupler); -- cgit v1.2.3