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| 1 | +#version 100 |
| 2 | + |
| 3 | +precision highp float; |
| 4 | + |
| 5 | +// Input vertex attributes (from vertex shader) |
| 6 | +varying vec2 fragTexCoord; |
| 7 | +varying vec4 fragColor; |
| 8 | + |
| 9 | +// Input uniform values |
| 10 | +uniform sampler2D texture0; |
| 11 | +uniform vec4 colDiffuse; |
| 12 | + |
| 13 | +// Input size in pixels of the textures |
| 14 | +uniform vec2 resolution; |
| 15 | + |
| 16 | +void main() |
| 17 | +{ |
| 18 | + // Size of one pixel in texture coordinates (from 0.0 to 1.0) |
| 19 | + float x = 1.0/resolution.x; |
| 20 | + float y = 1.0/resolution.y; |
| 21 | + |
| 22 | + // Status of the current cell (1 = alive, 0 = dead) |
| 23 | + int origValue = (texture2D(texture0, fragTexCoord).r < 0.1)? 1 : 0; |
| 24 | + |
| 25 | + // Sum of alive neighbors |
| 26 | + int sumValue = (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Top-left |
| 27 | + sumValue += (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Top |
| 28 | + sumValue += (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Top-right |
| 29 | + |
| 30 | + sumValue += (texture2D(texture0, vec2(fragTexCoord.x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Left |
| 31 | + sumValue += (texture2D(texture0, vec2(fragTexCoord.x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Right |
| 32 | + |
| 33 | + sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Bottom-left |
| 34 | + sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Bottom |
| 35 | + sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Bottom-right |
| 36 | + |
| 37 | + // Game of life rules: |
| 38 | + // Current cell remains alive when 2 or 3 neighbors are alive, dies otherwise |
| 39 | + // Current cell goes from dead to alive when exactly 3 neighbors are alive |
| 40 | + if ((origValue == 1 && sumValue == 2) || sumValue == 3) |
| 41 | + gl_FragColor = vec4(0.0, 0.0, 0.0, 255.0); // Alive: draw the pixel black |
| 42 | + else |
| 43 | + gl_FragColor = fragColor; // Dead: draw the pixel with the background color, RAYWHITE |
| 44 | +} |
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