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Real-time Position-Based Crowd Simulation in WebGPU

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I believe this is the reason why it slows down when all the agents are close to the target (too many neighbor search).

Had to change from var to var to get it to work again. Will need to figure out how to explicitly set the bindingLayoutType to set the storage buffer to...

Using drawindirect seems to allow modifying GPU buffers on the fly, so we can maybe change the iteration count this way instead of regenerating the full shader code each time.