// Conway's game of life #ifdef GL_ES precision highp float; #endif uniform float time; uniform vec2 mouse; uniform vec2 resolution; uniform sampler2D backbuffer; vec4 live = vec4(0.5,1.0,0.7,1.); vec4 dead = vec4(0.,0.,0.,1.); vec4 blue = vec4(0.,0.,1.,1.); void main( void ) { vec2 position = ( gl_FragCoord.xy / resolution.xy ); vec2 pixel = 1./resolution; if (length(position-mouse) < 0.01) { float rnd1 = mod(fract(sin(dot(position + time * 0.001, vec2(14.9898,78.233))) * 43758.5453), 1.0); if (rnd1 > 0.5) { gl_FragColor = live; } else { gl_FragColor = blue; } } else { float sum = 0.; sum += texture2D(backbuffer, position + pixel * vec2(-1., -1.)).g; sum += texture2D(backbuffer, position + pixel * vec2(-1., 0.)).g; sum += texture2D(backbuffer, position + pixel * vec2(-1., 1.)).g; sum += texture2D(backbuffer, position + pixel * vec2(1., -1.)).g; sum += texture2D(backbuffer, position + pixel * vec2(1., 0.)).g; sum += texture2D(backbuffer, position + pixel * vec2(1., 1.)).g; sum += texture2D(backbuffer, position + pixel * vec2(0., -1.)).g; sum += texture2D(backbuffer, position + pixel * vec2(0., 1.)).g; vec4 me = texture2D(backbuffer, position); if (me.g <= 0.1) { if ((sum >= 2.9) && (sum <= 3.1)) { gl_FragColor = live; } else if (me.b > 0.004) { gl_FragColor = vec4(0., 0., max(me.b - 0.004, 0.25), 0.); } else { gl_FragColor = dead; } } else { if ((sum >= 1.9) && (sum <= 3.1)) { gl_FragColor = live; } else { gl_FragColor = blue; } } } }