#version 430
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								// Game of Life rendering shader
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								// Just renders the content of the ssbo at binding 1 to screen
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								#define GOL_WIDTH 768
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								// Input vertex attributes (from vertex shader)
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								in vec2 fragTexCoord;
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								// Output fragment color
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								out vec4 finalColor;
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								// Input game of life grid.
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								layout(std430, binding = 1) readonly buffer golLayout
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								{
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								    uint golBuffer[];
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								};
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								// Output resolution
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								uniform vec2 resolution;
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								void main()
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								{
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								    ivec2 coords = ivec2(fragTexCoord*resolution);
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								    if ((golBuffer[coords.x + coords.y*uvec2(resolution).x]) == 1) finalColor = vec4(1.0);
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								    else finalColor = vec4(0.0, 0.0, 0.0, 1.0);
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								}
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