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alpha/(4.0 * r * (1.0 - r))); + + // -- forgor + // return exp(-((r-0.5)*(r-0.5))*25); + + // -- circle :) + // return r < 1 && r > 0.2; + + // -- adjustable hard circle + // float a = _KOffset+_KSharpness; + // float b =_KOffset -_KSharpness; + // return r < a && r > b; + + // -- normal + return exp(-((r - _KOffset)*(r - _KOffset)) * _KSharpness); + } + + float activation(float neighbors) { + // return old_state * (neighbors > 2 && neighbors < 5) + + // ((1 - old_state) * neighbors == 3); + + // const float sharpness = 1000.0; + // float x = neighbors - _GrowtCenter; + // return exp(-(x*x) * _GrowthWidth) * 2.0 - 1.0; + float mu = _GrowtCenter; + float sigma = _GrowthWidth; + float u = neighbors; + + // float u = neighbors - _GrowtCenter; + + return exp(-((u-mu) * (u-mu)) / (2 * sigma * sigma)) * 2.0 - 1.0; + } + + half value(float2 center, float x, float y) { + return tex2D(_LastFrame, center + float2(x, y)).r; + } + + + fixed4 frag (v2f i) : SV_Target + { + const float resolution = 256.0; + const float d = 1.0 / resolution; + + float total_max = 0.0; // TODO replace with const? + float total = 0.0; + + for (int x = -_Radius; x <= _Radius; x++) { + for (int y = -_Radius; y <= _Radius; y++) { + float dist = sqrt(x*x+y*y); + float kval = kernel(dist); + total_max += kval; + total += value(i.uv, x*d, y*d) * kval; + } + } + + float old_state = value(i.uv, 0.0, 0.0) ; + float count = total / total_max; + + float state = activation(count) * _Speed + old_state; + state = clamp(state, 0, 1); + + + // float2 p = (i.uv - 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