4 independent layers
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c25573db87
commit
79b63154d7
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@ -12,11 +12,11 @@ fn on_vertex(@builtin(vertex_index) vi: u32) -> Varying {
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}
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@fragment
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fn on_fragment(in: Varying) -> @location(0) u32 {
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fn on_fragment(in: Varying) -> @location(0) vec4u {
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let x = bitcast<u32>(in.screen.x);
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let y = bitcast<u32>(in.screen.y);
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let rand = hash(hash(hash(SEED) ^ hash(x)) ^ hash(y));
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return rand >> 31;
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return vec4(rand >> 31, rand >> 30, rand >> 29, rand >> 28) & vec4(1u);
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}
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fn hash(key : u32) -> u32 {
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@ -47,7 +47,7 @@ fn main() {
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entry_point: None,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format: wgpu::TextureFormat::R8Uint,
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format: wgpu::TextureFormat::Rgba8Uint,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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})],
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@ -80,7 +80,7 @@ fn main() {
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entry_point: None,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format: wgpu::TextureFormat::R8Uint,
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format: wgpu::TextureFormat::Rgba8Uint,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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})],
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@ -155,7 +155,7 @@ fn main() {
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::R8Uint,
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format: wgpu::TextureFormat::Rgba8Uint,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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})
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@ -15,6 +15,6 @@ fn on_vertex(@builtin(vertex_index) vi: u32) -> Varying {
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@fragment
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fn on_fragment(in: Varying) -> @location(0) vec4f {
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let pos = vec2u(in.screen.xy);
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let state = textureLoad(field, pos, 0).x;
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return vec4f(f32(state));
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let state = textureLoad(field, pos, 0).xyz;
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return vec4(vec3f(state), 1.);
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}
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@ -14,26 +14,30 @@ fn on_vertex(@builtin(vertex_index) vi: u32) -> Varying {
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@group(0) @binding(0) var field: texture_2d<u32>;
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@fragment
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fn on_fragment(in: Varying) -> @location(0) u32 {
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fn on_fragment(in: Varying) -> @location(0) vec4u {
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let dim = vec2i(textureDimensions(field));
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let center = vec2i(in.screen.xy);
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var nb: array<array<u32, 3>, 3>;
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var nb: array<array<vec4u, 3>, 3>;
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for (var j = 0; j < 3; j++) {
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for (var i = 0; i < 3; i++) {
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let off = vec2i(i, j);
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let coords = (center + off + dim - 1) % dim;
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let px = textureLoad(field, coords, 0);
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nb[j][i] = px.x;
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nb[j][i] = px;
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}
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}
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let state = nb[1][1];
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var n = 0u;
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var n = vec4u();
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for (var j = 0; j < 3; j++) {
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for (var i = 0; i < 3; i++) {
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n += nb[i][j];
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}
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}
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n -= state;
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return vec4(rule(state.x, n.x), rule(state.y, n.y), rule(state.z, n.z), rule(state.w, n.w));
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}
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fn rule(state: u32, n: u32) -> u32{
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switch (n) {
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case 3u: { return 1u; }
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case 4u: { return state; }
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