#version 430 // Game of Life logic shader #define GOL_WIDTH 768 layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in; layout(std430, binding = 1) readonly restrict buffer golLayout { uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + gl_NumWorkGroups.x * y] }; layout(std430, binding = 2) writeonly restrict buffer golLayout2 { uint golBufferDest[]; // golBufferDest[x, y] = golBufferDest[x + gl_NumWorkGroups.x * y] }; #define fetchGol(x, y) ((((x) < 0) || ((y) < 0) || ((x) > GOL_WIDTH) || ((y) > GOL_WIDTH)) \ ? (0) \ : golBuffer[(x) + GOL_WIDTH * (y)]) #define setGol(x, y, value) golBufferDest[(x) + GOL_WIDTH*(y)] = value void main() { uint neighbourCount = 0; uint x = gl_GlobalInvocationID.x; uint y = gl_GlobalInvocationID.y; neighbourCount += fetchGol(x - 1, y - 1); // Top left neighbourCount += fetchGol(x, y - 1); // Top middle neighbourCount += fetchGol(x + 1, y - 1); // Top right neighbourCount += fetchGol(x - 1, y); // Left neighbourCount += fetchGol(x + 1, y); // Right neighbourCount += fetchGol(x - 1, y + 1); // Bottom left neighbourCount += fetchGol(x, y + 1); // Bottom middle neighbourCount += fetchGol(x + 1, y + 1); // Bottom right if (neighbourCount == 3) setGol(x, y, 1); else if (neighbourCount == 2) setGol(x, y, fetchGol(x, y)); else setGol(x, y, 0); }