init
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/* Copyright (c) 2021, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#version 450
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layout(local_size_x = 8, local_size_y = 8) in;
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layout(rgba8, set = 0, binding = 0) writeonly uniform image2D ImageOutput;
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layout(set = 1, binding = 0) uniform sampler2D ImageInput;
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layout(push_constant) uniform Registers
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{
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float counter;
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} registers;
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void main()
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{
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vec4 v = texelFetch(ImageInput, ivec2(gl_GlobalInvocationID.xy), 0);
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// Increase intensity over time until the cell dies.
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if (any(notEqual(v.rgb, vec3(0.0))))
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v.w = max(v.w, registers.counter);
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else
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v.w = 0.0;
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imageStore(ImageOutput, ivec2(gl_GlobalInvocationID.xy), v);
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}
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