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raylib-cs/Examples/resources/shaders/glsl120/game_of_life.fs
Dennis Steffen 21d83c60a9
Upgrade Raylib to 6.0 (#337)
* Updated target to Raylib 6 + synced invoke called with the changes in C. [WARNING: Breaking changes!]

* Added severial examples. Corrected towards the correct return type and add utilities to prevent working with pointers

* Additional resources from the Raylib repo.

* Fixed additional pinvokes to match with the new raylib bindings. [Warning breaking changes!]

* Fixing the QOL utils

* Fixing the Mesh struct

* Applying changes after review. Merged resources.LICENSE + raylib-cs.Native.csproj only targets dotnet8

* Updated README to reflect .NET 10 and Raylib 6 compatibility changes.

* Updated shader colors, adjusted car model scale, disabled HDR in SkyboxDemo, and fixed camera mode assignment. Removed unused `Capacity` field in FilePathList struct.

* Improved XML comments for consistency, fixed spacing and formatting across examples, added new resources to `resources.LICENSE`.

* Updated XML comment for `GetDirectoryFileCountEx` to clarify behavior and filtering options.

* Updated and clarified XML comments for methods and parameters, improved naming consistency, and refined shader-related functions. Renamed enums in `Shader.cs` for so it is inline with the upstream.

* Improved XML comments for clarity and consistency in `Model.cs` and `Mesh.cs`, updated method and variable names for better readability, and adjusted logic in span creation methods.

* Corrected XML comment capitalization in `Model.cs`.

---------

Co-authored-by: Meatcorps <info@meatcorps.nl>
2026-05-24 07:21:12 +01:00

42 lines
1.9 KiB
GLSL

#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Input size in pixels of the textures
uniform vec2 resolution;
void main()
{
// Size of one pixel in texture coordinates (from 0.0 to 1.0)
float x = 1.0/resolution.x;
float y = 1.0/resolution.y;
// Status of the current cell (1 = alive, 0 = dead)
int origValue = (texture2D(texture0, fragTexCoord).r < 0.1)? 1 : 0;
// Sum of alive neighbors
int sumValue = (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Top-left
sumValue += (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Top
sumValue += (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Top-right
sumValue += (texture2D(texture0, vec2(fragTexCoord.x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Left
sumValue += (texture2D(texture0, vec2(fragTexCoord.x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Right
sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Bottom-left
sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Bottom
sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Bottom-right
// Game of life rules:
// Current cell remains alive when 2 or 3 neighbors are alive, dies otherwise
// Current cell goes from dead to alive when exactly 3 neighbors are alive
if (((origValue == 1) && (sumValue == 2)) || sumValue == 3)
gl_FragColor = vec4(0.0, 0.0, 0.0, 255.0); // Alive: draw the pixel black
else
gl_FragColor = fragColor; // Dead: draw the pixel with the background color, RAYWHITE
}