bevy/assets/shaders/game_of_life.wgsl

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@group(0) @binding(0) var texture: texture_storage_2d<r32float, read_write>;
fn hash(value: u32) -> u32 {
var state = value;
state = state ^ 2747636419u;
state = state * 2654435769u;
state = state ^ state >> 16u;
state = state * 2654435769u;
state = state ^ state >> 16u;
state = state * 2654435769u;
return state;
}
fn randomFloat(value: u32) -> f32 {
return f32(hash(value)) / 4294967295.0;
}
@compute @workgroup_size(8, 8, 1)
fn init(@builtin(global_invocation_id) invocation_id: vec3<u32>, @builtin(num_workgroups) num_workgroups: vec3<u32>) {
let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y));
let randomNumber = randomFloat(invocation_id.y * num_workgroups.x + invocation_id.x);
let alive = randomNumber > 0.9;
let color = vec4<f32>(f32(alive));
textureStore(texture, location, color);
}
fn is_alive(location: vec2<i32>, offset_x: i32, offset_y: i32) -> i32 {
let value: vec4<f32> = textureLoad(texture, location + vec2<i32>(offset_x, offset_y));
return i32(value.x);
}
fn count_alive(location: vec2<i32>) -> i32 {
return is_alive(location, -1, -1) +
is_alive(location, -1, 0) +
is_alive(location, -1, 1) +
is_alive(location, 0, -1) +
is_alive(location, 0, 1) +
is_alive(location, 1, -1) +
is_alive(location, 1, 0) +
is_alive(location, 1, 1);
}
@compute @workgroup_size(8, 8, 1)
fn update(@builtin(global_invocation_id) invocation_id: vec3<u32>) {
let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y));
let n_alive = count_alive(location);
var alive: bool;
if (n_alive == 3) {
alive = true;
} else if (n_alive == 2) {
let currently_alive = is_alive(location, 0, 0);
alive = bool(currently_alive);
} else {
alive = false;
}
let color = vec4<f32>(f32(alive));
storageBarrier();
textureStore(texture, location, color);
}