# Objective
- Example `compute_shader_game_of_life` is random and not following the
rules of the game of life: at each steps, it randomly reads some pixel
of the current step and some of the previous step instead of only from
the previous step
- Fixes#9353
## Solution
- Adopted from #9678
- Added a switch of the texture displayed every frame otherwise the game
of life looks wrong
- Added a way to display the texture bigger so that I could manually
check everything was right
---------
Co-authored-by: Sludge <96552222+SludgePhD@users.noreply.github.com>
Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
# Objective
- Fixes#9670
- Avoid a crash in CI due to
```
thread 'Compute Task Pool (0)' panicked at /Users/runner/.cargo/registry/src/index.crates.io-6f17d22bba15001f/wgpu-0.19.1/src/backend/wgpu_core.rs:3009:5:
wgpu error: Validation Error
Caused by:
In Device::create_bind_group
The adapter does not support read access for storages texture of format Rgba8Unorm
```
## Solution
- Use an `R32Float` texture instead of an `Rgba8Unorm` as it's a tier 1
texture format https://github.com/gpuweb/gpuweb/issues/3838 and is more
supported
- This should also improve support for webgpu in the next wgpu version
# Objective
- When adding/removing bindings in large binding lists, git would
generate very difficult-to-read diffs
## Solution
- Move the `@group(X) @binding(Y)` into the same line as the binding
type declaration
# Objective
- Make `game_of_life.wgsl` easier to read and understand
## Solution
- Remove unused code in the shader
- `location_f32` was unused in `init`
- `color` was unused in `update`