Game of Life shader
Game of Life shader
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Shadertoy experiment Conway's game of life parallelized https://www.shadertoy.com/view/dtlBRM
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I've been playing with shadertoy a bit, and here is a lil demo. It's probably not the best way to do it, code suggestions welcome.
https://www.shadertoy.com/view/dtlBRM
Here's most of the code for reference:
void mainImage( out vec4 fragColor, in vec2 fragCoord ) { // fetch neighbor values from last frame, loop back onto screen if off screen mat3 n; n[0][0] = texelFetch(iChannel0, ivec2(mod(vec2(fragCoord) + vec2(-1., -1.), iResolution.xy)), 0).g; n[1][0] = texelFetch(iChannel0, ivec2(mod(vec2(fragCoord) + vec2(0., -1.), iResolution.xy)), 0).g; n[2][0] = texelFetch(iChannel0, ivec2(mod(vec2(fragCoord) + vec2(1., -1.), iResolution.xy)), 0).g; n[0][1] = texelFetch(iChannel0, ivec2(mod(vec2(fragCoord) + vec2(-1., 0.), iResolution.xy)), 0).g; n[1][1] = texelFetch(iChannel0, ivec2(mod(vec2(fragCoord) + vec2(0., 0.), iResolution.xy)), 0).g; n[2][1] = texelFetch(iChannel0, ivec2(mod(vec2(fragCoord) + vec2(1., 0.), iResolution.xy)), 0).g; n[0][2] = texelFetch(iChannel0, ivec2(mod(vec2(fragCoord) + vec2(-1., 1.), iResolution.xy)), 0).g; n[1][2] = texelFetch(iChannel0, ivec2(mod(vec2(fragCoord) + vec2(0., 1.), iResolution.xy)), 0).g; n[2][2] = texelFetch(iChannel0, ivec2(mod(vec2(fragCoord) + vec2(1., 1.), iResolution.xy)), 0).g; // sum of neighbors float sum = n[0][0] + n[1][0] + n[2][0] + n[0][1] + n[2][1] + n[0][2] + n[1][2] + n[2][2]; if(n[1][1] == 0.) { if(sum == 3.) { // if dead and has 3 neighbors, come alive fragColor = vec4(0., 1., 0., 1.); } else { // otherwise stay dead fragColor = vec4(0., 0., 0., 1.); } } else { if(sum == 2. || sum == 3.) { // if alive and has 2 or 3 neighbors, stay alive fragColor = vec4(0., 1., 0., 1.); } else { // otherwise, die fragColor = vec4(0., 0., 0., 1.); } } }