47 lines
1.4 KiB
Plaintext
47 lines
1.4 KiB
Plaintext
/* 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(set = 0, binding = 0, rgba8) writeonly uniform image2D Image;
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void main()
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{
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ivec2 index = ivec2(gl_GlobalInvocationID.xy);
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bool is_alive;
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// Create an arbitrary pattern which happens to create a desirable result.
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ivec2 mask = mix(ivec2(3), ivec2(7), notEqual(index & 16, ivec2(0)));
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ivec2 wrapped_index = index & mask;
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if (all(equal(wrapped_index, ivec2(1, 0))) ||
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all(equal(wrapped_index, ivec2(2, 1))) ||
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all(equal(wrapped_index, ivec2(0, 2))) ||
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all(equal(wrapped_index, ivec2(1, 2))) ||
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all(equal(wrapped_index, ivec2(2, 2))))
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{
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is_alive = true;
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}
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else
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{
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is_alive = false;
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}
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imageStore(Image, index, is_alive ? vec4(1.0, 1.0, 1.0, 0.0) : vec4(0.0));
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}
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