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authorAdrian Kummerlaender2018-05-24 22:29:59 +0200
committerAdrian Kummerlaender2018-05-24 22:29:59 +0200
commit727645613619e366ae51a2eaad69793c9e225b05 (patch)
treef539335275db32345701fc414b9240dd6855f62f
parent05b7e6975e12587164e94cc4d8792571f8acb31a (diff)
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Implement classical Runge-Kutta method as Euler alternative
-rw-r--r--src/shader/compute.glsl11
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;