REVIEWED: example: Compute shader Game-of-life
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examples/others/resources/shaders/glsl430/gol.glsl
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examples/others/resources/shaders/glsl430/gol.glsl
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#version 430
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// Game of Life logic shader
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#define GOL_WIDTH 768
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layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
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layout(std430, binding = 1) readonly restrict buffer golLayout {
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uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + gl_NumWorkGroups.x * y]
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};
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layout(std430, binding = 2) writeonly restrict buffer golLayout2 {
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uint golBufferDest[]; // golBufferDest[x, y] = golBufferDest[x + gl_NumWorkGroups.x * y]
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};
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#define fetchGol(x, y) ((((x) < 0) || ((y) < 0) || ((x) > GOL_WIDTH) || ((y) > GOL_WIDTH)) \
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? (0) \
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: golBuffer[(x) + GOL_WIDTH * (y)])
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#define setGol(x, y, value) golBufferDest[(x) + GOL_WIDTH*(y)] = value
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void main()
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{
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uint neighbourCount = 0;
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uint x = gl_GlobalInvocationID.x;
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uint y = gl_GlobalInvocationID.y;
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neighbourCount += fetchGol(x - 1, y - 1); // Top left
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neighbourCount += fetchGol(x, y - 1); // Top middle
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neighbourCount += fetchGol(x + 1, y - 1); // Top right
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neighbourCount += fetchGol(x - 1, y); // Left
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neighbourCount += fetchGol(x + 1, y); // Right
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neighbourCount += fetchGol(x - 1, y + 1); // Bottom left
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neighbourCount += fetchGol(x, y + 1); // Bottom middle
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neighbourCount += fetchGol(x + 1, y + 1); // Bottom right
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if (neighbourCount == 3) setGol(x, y, 1);
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else if (neighbourCount == 2) setGol(x, y, fetchGol(x, y));
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else setGol(x, y, 0);
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}
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