50 lines
1.1 KiB
Plaintext
50 lines
1.1 KiB
Plaintext
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void mainImage(out vec4 fragColor, in vec2 fragCoord)
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{
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vec2 uv = fragCoord/iResolution.xx;
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vec2 st = pixelize(uv);
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ivec2 texel = ivec2(st * iResolution.xx);
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// initialize the buffer with some noise on start
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if (iFrame == 0)
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{
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fragColor = vec4( step(0.9, fract(sin(dot(st + iDate.z, vec2(12.345, 97.34857))*33.2984)*456.2349) ) );
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return;
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}
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// paint at the mouse cursor
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if (pixelize(iMouse.xy/iResolution.xx) == st)
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{
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fragColor = vec4(1);
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return;
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}
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// only continue in iteration at every nth rendered frame
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if (iFrame % FRAME_INTERLACE != 0)
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{
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fragColor = texture(iChannel0, fragCoord/iResolution.xy);
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return;
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}
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// sum neighbooring alive cells
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int c = 0;
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for (int x = -1; x < 2; x++)
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for (int y = -1; y < 2; y++)
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{
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if (x == 0 && y == 0)
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continue;
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c += int(texelFetch(iChannel0, texel + ivec2(x,y), 0).r);
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}
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// center cell
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int x = int(texelFetch(iChannel0, texel, 0).r);
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vec3 live = vec3(0);
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if (x == 1 && c == 2 || c == 3)
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live = vec3(1);
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fragColor = vec4(live, 1.0);
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}
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