added 3d game of life
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# John Conway's Game of Life: 3D
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Multipass GPU implementation of the famous Game of Life. But in 3D!
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The rules of this 3D version are as follows:
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A cell lives if:
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- it is alive and either 5 or 6 neighboors are alive
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- or it has 4 alive neighboors
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otherwise the cell dies.
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![overview.png](https://git.teridax.de/teridax/Shadertoy-Shaders/raw/branch/main/John-Conway's-Game-of-Life:2D/overview.png)
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void mainImage(out vec4 fragColor, in vec2 fragCoord)
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{
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ivec3 xyz = to3d(ivec2(fragCoord));
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if (xyz.x >= int(Size) || xyz.y >= int(Size) || xyz.z >= int(Size))
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{
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fragColor = vec4(0);
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return;
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}
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if (iFrame == 0)
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{
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fragColor = vec4( step(0.99, sin(fragCoord.x * 4.0 * fragCoord.y)) );
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return;
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}
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if (iFrame % 32 != 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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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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for (int z = -1; z < 2; z++)
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{
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if (x == 0 && y == 0 && z == 0)
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continue;
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c += int(texelFetch(iChannel0, to2d(to3d(ivec2(fragCoord)) + ivec3(x,y,z)), 0).r);
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}
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int m = int(texelFetch(iChannel0, to2d(to3d(ivec2(fragCoord))), 0).r);
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vec3 live = vec3(0);
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if (m == 1 && (c == 5 || c == 6) || c == 4)
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live = vec3(1);
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fragColor = vec4(live, 1);
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}
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const float Size = 16.;
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vec2 pixelize(in vec2 xy)
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{
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return floor(xy*Size)/Size;
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}
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ivec3 to3d(in ivec2 xy)
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{
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return ivec3(xy.x, xy.y/int(Size), xy.y % int(Size)) + ivec3(4);
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}
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ivec2 to2d(in ivec3 xyz)
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{
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ivec3 stw = xyz - ivec3(4);
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return ivec2(stw.x, stw.y*int(Size) + stw.z);
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}
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#define AA 2.
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vec2 boxIntersection(in vec3 ro, in vec3 rd, in vec3 size)
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{
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vec3 m = 1.0/rd;
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vec3 n = m*ro;
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vec3 k = abs(m)*size;
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vec3 t1 = -n - k;
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vec3 t2 = -n + k;
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float tN = max( max( t1.x, t1.y ), t1.z );
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float tF = min( min( t2.x, t2.y ), t2.z );
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if(tN > tF)
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return vec2(-1.0);
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return vec2( tN, tF );
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}
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mat2 rot(in float t)
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{
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float c = cos(t);
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float s = sin(t);
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return mat2(c, -s, s, c);
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}
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vec3 wavelengthToRGB(float wavelength) {
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vec3 rgb;
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if (wavelength < 380.0) {
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rgb = vec3(0.0, 0.0, 0.0);
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} else if (wavelength < 440.0) {
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rgb = vec3(0.0, 0.0, 0.4 + 0.6 * (wavelength - 380.0) / (440.0 - 380.0));
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} else if (wavelength < 490.0) {
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rgb = vec3(0.0, (wavelength - 440.0) / (490.0 - 440.0), 1.0);
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} else if (wavelength < 510.0) {
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rgb = vec3((wavelength - 490.0) / (510.0 - 490.0), 1.0, 1.0 - (wavelength - 490.0) / (510.0 - 490.0));
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} else if (wavelength < 580.0) {
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rgb = vec3(1.0, 1.0 - (wavelength - 510.0) / (580.0 - 510.0), 0.0);
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} else if (wavelength < 645.0) {
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rgb = vec3(1.0 - (wavelength - 580.0) / (645.0 - 580.0), 0.0, (wavelength - 580.0) / (645.0 - 580.0));
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} else if (wavelength < 781.0) {
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rgb = vec3(0.0, 0.0, 0.4 + 0.6 * (780.0 - wavelength) / (780.0 - 645.0));
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} else {
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rgb = vec3(0.0, 0.0, 0.0);
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}
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return rgb;
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}
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void mainImage(out vec4 fragColor, in vec2 fragCoord)
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{
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vec3 sum = vec3(0);
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for (float x = 0.; x < AA; x++)
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for (float y = 0.; y < AA; y++)
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{
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vec2 uv = (fragCoord+vec2(x,y)/AA-.5*iResolution.xy)/iResolution.y;
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vec3 ro = vec3(0,0,-5);
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vec3 rd = normalize(vec3(uv, 1));
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mat2 r0 = rot( iTime *.1 );
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mat2 r1 = rot(0.4);
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ro.yz *= r1;
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rd.yz *= r1;
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ro.xz *= r0;
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rd.xz *= r0;
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vec2 dist = boxIntersection(ro, rd, vec3(1)) + vec2(1e-4,-1e-4);
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vec3 col = vec3(0);
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vec3 p = ro + rd * dist.x;
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float S = 128.;
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float d = (dist.y-dist.x)/S;
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for (float i = 0.; dist.x > 0. && i < S; i++)
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{
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vec3 k = floor(p*Size)/Size;
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ivec3 v = ivec3((k*.5+.5)*Size);
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if (texelFetch(iChannel0, to2d(v), 0).r > 0.5)
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{
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float 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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for (int z = -1; z < 2; z++)
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c += texelFetch(iChannel0, to2d(v + ivec3(x,y,z)), 0).r;
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float b = 1.;
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for (int y = 1; y < 9; y++)
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b += texelFetch(iChannel0, to2d(v + ivec3(0,y,0)), 0).r;
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col = wavelengthToRGB( c / 27.0 * (780.-440.) + 440. ) / b;
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break;
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}
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p += rd * d;
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}
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sum += col;
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}
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sum /= AA * AA;
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fragColor = vec4(sum, 1.0);
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}
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