gpu-life/src/step.wgsl

44 lines
1.2 KiB
WebGPU Shading Language

struct Varying {
@location(0) uv: vec2f,
@builtin(position) screen: vec4f,
}
@vertex
fn on_vertex(@builtin(vertex_index) vi: u32) -> Varying {
let uv = vec2f(vec2(vi, vi >> 1u) & vec2(1u));
let screen = vec4(uv * 2. - 1., 0., 1.);
let off = .5 / vec2f(textureDimensions(field));
return Varying(vec2(uv.x, 1. - uv.y) - off, screen);
}
@group(0) @binding(0) var field: texture_2d<u32>;
@group(0) @binding(1) var smp: sampler;
@fragment
fn on_fragment(in: Varying) -> @location(0) u32 {
let aa = textureGather(0, field, smp, in.uv, vec2(0, 0));
let ab = textureGather(0, field, smp, in.uv, vec2(0, 1));
let ba = textureGather(0, field, smp, in.uv, vec2(1, 0));
let bb = textureGather(0, field, smp, in.uv, vec2(1, 1));
let s = aa.y;
let a = vec4(aa.xzw, bb.y);
let b = vec4(ab.xy, ba.yz);
var ret = 0u;
for (var layer = 0u; layer < 8u; layer++) {
let s = s >> layer & 1u;
let a = a >> vec4(layer) & vec4(1u);
let b = b >> vec4(layer) & vec4(1u);
ret |= calc(s, a, b) << layer;
}
return ret;
}
fn calc(state: u32, a: vec4u, b: vec4u) -> u32 {
let n = dot(a, vec4(1u)) + dot(b, vec4(1u));
switch (n) {
case 2u: { return state; }
case 3u: { return 1u; }
default: { return 0u; }
}
}