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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/others/resources/shaders/glsl430
downloadc_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.tar.gz
c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.zip
Init commit v1.0
Diffstat (limited to 'deps/raylib/examples/others/resources/shaders/glsl430')
-rw-r--r--deps/raylib/examples/others/resources/shaders/glsl430/gol.glsl41
-rw-r--r--deps/raylib/examples/others/resources/shaders/glsl430/gol_render.glsl29
-rw-r--r--deps/raylib/examples/others/resources/shaders/glsl430/gol_transfert.glsl51
3 files changed, 121 insertions, 0 deletions
diff --git a/deps/raylib/examples/others/resources/shaders/glsl430/gol.glsl b/deps/raylib/examples/others/resources/shaders/glsl430/gol.glsl
new file mode 100644
index 0000000..c5dfe06
--- /dev/null
+++ b/deps/raylib/examples/others/resources/shaders/glsl430/gol.glsl
@@ -0,0 +1,41 @@
+#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);
+}
diff --git a/deps/raylib/examples/others/resources/shaders/glsl430/gol_render.glsl b/deps/raylib/examples/others/resources/shaders/glsl430/gol_render.glsl
new file mode 100644
index 0000000..97a1e99
--- /dev/null
+++ b/deps/raylib/examples/others/resources/shaders/glsl430/gol_render.glsl
@@ -0,0 +1,29 @@
+#version 430
+
+// Game of Life rendering shader
+// Just renders the content of the ssbo at binding 1 to screen
+
+#define GOL_WIDTH 768
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+
+// Output fragment color
+out vec4 finalColor;
+
+// Input game of life grid.
+layout(std430, binding = 1) readonly buffer golLayout
+{
+ uint golBuffer[];
+};
+
+// Output resolution
+uniform vec2 resolution;
+
+void main()
+{
+ ivec2 coords = ivec2(fragTexCoord*resolution);
+
+ if ((golBuffer[coords.x + coords.y*uvec2(resolution).x]) == 1) finalColor = vec4(1.0);
+ else finalColor = vec4(0.0, 0.0, 0.0, 1.0);
+}
diff --git a/deps/raylib/examples/others/resources/shaders/glsl430/gol_transfert.glsl b/deps/raylib/examples/others/resources/shaders/glsl430/gol_transfert.glsl
new file mode 100644
index 0000000..a202338
--- /dev/null
+++ b/deps/raylib/examples/others/resources/shaders/glsl430/gol_transfert.glsl
@@ -0,0 +1,51 @@
+#version 430
+
+// Game of life transfert shader
+
+#define GOL_WIDTH 768
+
+// Game Of Life Update Command
+// NOTE: matches the structure defined on main program
+struct GolUpdateCmd {
+ uint x; // x coordinate of the gol command
+ uint y; // y coordinate of the gol command
+ uint w; // width of the filled zone
+ uint enabled; // whether to enable or disable zone
+};
+
+// Local compute unit size
+layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
+
+// Output game of life grid buffer
+layout(std430, binding = 1) buffer golBufferLayout
+{
+ uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + GOL_WIDTH * y]
+};
+
+// Command buffer
+layout(std430, binding = 3) readonly restrict buffer golUpdateLayout
+{
+ uint count;
+ GolUpdateCmd commands[];
+};
+
+#define isInside(x, y) (((x) >= 0) && ((y) >= 0) && ((x) < GOL_WIDTH) && ((y) < GOL_WIDTH))
+#define getBufferIndex(x, y) ((x) + GOL_WIDTH * (y))
+
+void main()
+{
+ uint cmdIndex = gl_GlobalInvocationID.x;
+ GolUpdateCmd cmd = commands[cmdIndex];
+
+ for (uint x = cmd.x; x < (cmd.x + cmd.w); x++)
+ {
+ for (uint y = cmd.y; y < (cmd.y + cmd.w); y++)
+ {
+ if (isInside(x, y))
+ {
+ if (cmd.enabled != 0) atomicOr(golBuffer[getBufferIndex(x, y)], 1);
+ else atomicAnd(golBuffer[getBufferIndex(x, y)], 0);
+ }
+ }
+ }
+}