3 /*#define float3 float4
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5 float dot3(float3 a, float3 b)
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7 return a.x*b.x + a.y*b.y + a.z*b.z;
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11 UpdateConstantsKernel(
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13 __global int2 * g_linksVertexIndices,
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14 __global float4 * g_vertexPositions,
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15 __global float * g_vertexInverseMasses,
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16 __global float * g_linksMaterialLSC,
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17 __global float * g_linksMassLSC,
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18 __global float * g_linksRestLengthSquared,
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19 __global float * g_linksRestLengths)
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21 int linkID = get_global_id(0);
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22 if( linkID < numLinks )
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24 int2 nodeIndices = g_linksVertexIndices[linkID];
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25 int node0 = nodeIndices.x;
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26 int node1 = nodeIndices.y;
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27 float linearStiffnessCoefficient = g_linksMaterialLSC[ linkID ];
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29 float3 position0 = g_vertexPositions[node0].xyz;
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30 float3 position1 = g_vertexPositions[node1].xyz;
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31 float inverseMass0 = g_vertexInverseMasses[node0];
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32 float inverseMass1 = g_vertexInverseMasses[node1];
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34 float3 difference = position0 - position1;
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35 float length2 = dot(difference, difference);
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36 float length = sqrt(length2);
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38 g_linksRestLengths[linkID] = length;
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39 g_linksMassLSC[linkID] = (inverseMass0 + inverseMass1)/linearStiffnessCoefficient;
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40 g_linksRestLengthSquared[linkID] = length*length;
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