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multilayer
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master
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@ -16,7 +16,7 @@ fn on_fragment(in: Varying) -> @location(0) u32 {
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let x = bitcast<u32>(in.screen.x);
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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 y = bitcast<u32>(in.screen.y);
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let rand = hash(hash(hash(SEED) ^ hash(x)) ^ hash(y));
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let rand = hash(hash(hash(SEED) ^ hash(x)) ^ hash(y));
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return rand >> 24;
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return rand >> 31;
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}
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}
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fn hash(key : u32) -> u32 {
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fn hash(key : u32) -> u32 {
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@ -16,5 +16,5 @@ fn on_vertex(@builtin(vertex_index) vi: u32) -> Varying {
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fn on_fragment(in: Varying) -> @location(0) vec4f {
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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 pos = vec2u(in.screen.xy);
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let state = textureLoad(field, pos, 0).x;
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let state = textureLoad(field, pos, 0).x;
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return vec4f(f32(state) / 255.);
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return vec4f(f32(state));
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}
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}
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@ -16,25 +16,12 @@ fn on_vertex(@builtin(vertex_index) vi: u32) -> Varying {
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@fragment
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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) u32 {
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let aa = textureGather(0, field, smp, in.uv, vec2(0, 0));
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let a = textureGather(0, field, smp, in.uv, vec2(0, 0));
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let ab = textureGather(0, field, smp, in.uv, vec2(0, 1));
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let b = textureGather(0, field, smp, in.uv, vec2(0, 1));
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let ba = textureGather(0, field, smp, in.uv, vec2(1, 0));
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let c = textureGather(0, field, smp, in.uv, vec2(1, 0));
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let bb = textureGather(0, field, smp, in.uv, vec2(1, 1));
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let d = textureGather(0, field, smp, in.uv, vec2(1, 1));
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let s = aa.y;
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let state = a.y;
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let a = vec4(aa.xzw, bb.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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let b = vec4(ab.xy, ba.yz);
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var ret = 0u;
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for (var layer = 0u; layer < 8u; layer++) {
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let s = s >> layer & 1u;
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let a = a >> vec4(layer) & vec4(1u);
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let b = b >> vec4(layer) & vec4(1u);
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ret |= calc(s, a, b) << layer;
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}
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return ret;
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}
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fn calc(state: u32, a: vec4u, b: vec4u) -> u32 {
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let n = dot(a, vec4(1u)) + dot(b, vec4(1u));
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switch (n) {
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switch (n) {
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case 2u: { return state; }
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case 2u: { return state; }
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case 3u: { return 1u; }
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case 3u: { return 1u; }
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