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interlayer
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master
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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) vec4u {
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fn on_fragment(in: Varying) -> @location(0) u32 {
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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 vec4(rand >> 31, rand >> 30, rand >> 29, rand >> 28) & vec4(1u);
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return rand >> 31;
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}
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fn hash(key : u32) -> u32 {
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31
src/main.rs
31
src/main.rs
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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::Rgba8Uint,
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format: wgpu::TextureFormat::R8Uint,
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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::Rgba8Uint,
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format: wgpu::TextureFormat::R8Uint,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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})],
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@ -122,6 +122,17 @@ fn main() {
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cache: None,
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});
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let state_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: None,
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address_mode_u: wgpu::AddressMode::Repeat,
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address_mode_v: wgpu::AddressMode::Repeat,
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address_mode_w: wgpu::AddressMode::Repeat,
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mag_filter: wgpu::FilterMode::Nearest,
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min_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::FilterMode::Nearest,
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..Default::default()
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});
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let mut state = None;
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#[allow(deprecated)]
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event_loop
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@ -155,7 +166,7 @@ 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::Rgba8Uint,
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format: wgpu::TextureFormat::R8Uint,
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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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@ -242,10 +253,16 @@ fn main() {
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&device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: None,
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layout: &step_pipeline.get_bind_group_layout(0),
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&state.last),
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}],
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&state.last),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&state_sampler),
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},
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],
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}),
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&[],
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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).xy;
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return vec4(vec2f(state), 0., 1.);
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let state = textureLoad(field, pos, 0).x;
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return vec4f(f32(state));
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}
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@ -12,50 +12,19 @@ fn on_vertex(@builtin(vertex_index) vi: u32) -> Varying {
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}
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@group(0) @binding(0) var field: texture_2d<u32>;
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@group(0) @binding(1) var smp: sampler;
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@fragment
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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<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;
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}
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}
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let state = nb[1][1];
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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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let z = daynight(state.z, n.z);
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let x = life(state.x, n.x + n.z);
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let y = life(state.y, n.y + 8u - n.x);
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return vec4(x, y, z, 0u);
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}
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fn life(state: u32, n: u32) -> u32{
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fn on_fragment(in: Varying) -> @location(0) u32 {
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let a = textureGather(0, field, smp, in.uv, vec2(0, 0));
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let b = textureGather(0, field, smp, in.uv, vec2(0, 1));
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let c = textureGather(0, field, smp, in.uv, vec2(1, 0));
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let d = textureGather(0, field, smp, in.uv, vec2(1, 1));
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let state = a.y;
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let n = a.x + a.z + a.w + b.x + b.y + c.y + c.z + d.y;
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switch (n) {
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case 2u: { return state; }
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case 3u: { return 1u; }
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default: { return 0u; }
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}
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}
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fn daynight(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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case 6u: { return 1u; }
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case 7u: { return 1u; }
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case 8u: { return 1u; }
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default: { return 0u; }
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}
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}
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