REVIEWED: example: Compute shader Game-of-life
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examples/others/resources/shaders/glsl430/gol_render.glsl
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examples/others/resources/shaders/glsl430/gol_render.glsl
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#version 430
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// Game of Life rendering shader
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// Just renders the content of the ssbo at binding 1 to screen
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#define GOL_WIDTH 768
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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// Output fragment color
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out vec4 finalColor;
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// Input game of life grid.
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layout(std430, binding = 1) readonly buffer golLayout
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{
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uint golBuffer[];
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};
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// Output resolution
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uniform vec2 resolution;
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void main()
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{
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ivec2 coords = ivec2(fragTexCoord*resolution);
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if ((golBuffer[coords.x + coords.y*uvec2(resolution).x]) == 1) finalColor = vec4(1.0);
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else finalColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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