Demonstrate the use of compute shaders to achieve effects
Attraction based particle system. A shader storage buffer is used to store particle
on which the compute shader does some physics calculations. The buffer is then used
by the graphics pipeline for rendering with a gradient texture for. Demonstrates the
use of memory barriers for synchronizing vertex buffer access between a compute and
graphics pipeline
Implements a simple ray tracer using a compute shader. No primitives are rendered by
the traditional pipeline except for a fullscreen quad that displays the ray traced
results of the scene rendered by the compute shaders. Also implements shadows and
basic reflections.
Demonstrates the use of a separate compute queue (and command buffer) to apply
different convolution kernels on an input image in realtime.