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author | Adrian Kummerlaender | 2018-05-24 22:29:59 +0200 |
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committer | Adrian Kummerlaender | 2018-05-24 22:29:59 +0200 |
commit | 727645613619e366ae51a2eaad69793c9e225b05 (patch) | |
tree | f539335275db32345701fc414b9240dd6855f62f | |
parent | 05b7e6975e12587164e94cc4d8792571f8acb31a (diff) | |
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Implement classical Runge-Kutta method as Euler alternative
-rw-r--r-- | src/shader/compute.glsl | 11 |
1 files changed, 10 insertions, 1 deletions
diff --git a/src/shader/compute.glsl b/src/shader/compute.glsl index d8714b6..148157b 100644 --- a/src/shader/compute.glsl +++ b/src/shader/compute.glsl @@ -21,6 +21,15 @@ vec2 explicitEuler(float h, vec2 v) { return v + h * f(v); } +vec2 classicalRungeKutta(float h, vec2 v) { + const vec2 k1 = f(v); + const vec2 k2 = f(v + h/2. * k1); + const vec2 k3 = f(v + h/2. * k2); + const vec2 k4 = f(v + h * k3); + + return v + h * (1./6.*k1 + 1./3.*k2 + 1./3.*k3 + 1./6.*k4); +} + // pseudo random numbers for particle placement float rand(vec2 v){ @@ -45,7 +54,7 @@ bool insideWorld(vec2 v) { void main() { const uint i = 3*gl_GlobalInvocationID.x; const vec2 v = vec2(data[i+0], data[i+1]); - const vec2 w = explicitEuler(0.01, v); + const vec2 w = classicalRungeKutta(0.01, v); if ( data[i+2] < 5. && insideWorld(v) ) { data[i+0] = w.x; |