cvr-props/Assets/automata/gol.shader

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Shader "CrispyPin/gol"
{
Properties
{
_LastFrame ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _LastFrame;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
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int state(half2 uv, half x, half y){
return tex2D(_LastFrame, uv + half2(x, y)).r > 0;
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}
fixed4 frag (v2f i) : SV_Target
{
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const half d = 1.0/256.0;
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int count = state(i.uv, -d, -d)+
state(i.uv, 0, -d)+
state(i.uv, d, -d)+
state(i.uv, -d, 0)+
state(i.uv, d, 0)+
state(i.uv, -d, d)+
state(i.uv, 0, d)+
state(i.uv, d, d);
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half this = tex2D(_LastFrame, i.uv).r;
half state;
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if (this.r > 0){
state = count > 1 && count < 4;
// col = count > 0 && count < 6; // mazetric
}
else {
state = count == 3;
}
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float4 col = float4(i.uv * state, 0.5 * state, 1);
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return col;
}
ENDCG
}
}
}