7@group(0) @binding(0) var input: texture_storage_2d<r32float, read>; 9@group(0) @binding(1) var output: texture_storage_2d<r32float, write>; 11fn hash(value: u32) -> u32 { 13 state = state ^ 2747636419u; 14 state = state * 2654435769u; 15 state = state ^ state >> 16u; 16 state = state * 2654435769u; 17 state = state ^ state >> 16u; 18 state = state * 2654435769u; 22fn randomFloat(value: u32) -> f32 { 23 return f32(hash(value)) / 4294967295.0; 26@compute @workgroup_size(8, 8, 1) 27fn init(@builtin(global_invocation_id) invocation_id: vec3<u32>, @builtin(num_workgroups) num_workgroups: vec3<u32>) { 28 let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y)); 30 let randomNumber = randomFloat(invocation_id.y << 16u | invocation_id.x); 31 let alive = randomNumber > 0.9; 32 let color = vec4<f32>(f32(alive)); 34 textureStore(output, location, color); 37fn is_alive(location: vec2<i32>, offset_x: i32, offset_y: i32) -> i32 { 38 let value: vec4<f32> = textureLoad(input, location + vec2<i32>(offset_x, offset_y)); 42fn count_alive(location: vec2<i32>) -> i32 { 43 return is_alive(location, -1, -1) + 44 is_alive(location, -1, 0) + 45 is_alive(location, -1, 1) + 46 is_alive(location, 0, -1) + 47 is_alive(location, 0, 1) + 48 is_alive(location, 1, -1) + 49 is_alive(location, 1, 0) + 50 is_alive(location, 1, 1); 53@compute @workgroup_size(8, 8, 1) 54fn update(@builtin(global_invocation_id) invocation_id: vec3<u32>) { 55 let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y)); 57 let n_alive = count_alive(location); 62 } else if (n_alive == 2) { 63 let currently_alive = is_alive(location, 0, 0); 64 alive = bool(currently_alive); 68 let color = vec4<f32>(f32(alive)); 70 textureStore(output, location, color);