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PixelDefense/libs/raylib-4.5.0/examples/others/resources/shaders/glsl430/gol_render.glsl
2023-10-31 11:39:24 +01:00

30 lines
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GLSL

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