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								#version 430
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								// Game of Life logic shader
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								#define GOL_WIDTH 768
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								layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
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								layout(std430, binding = 1) readonly restrict buffer golLayout {
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								    uint golBuffer[];       // golBuffer[x, y] = golBuffer[x + gl_NumWorkGroups.x * y]
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								};
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								layout(std430, binding = 2) writeonly restrict buffer golLayout2 {
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								    uint golBufferDest[];   // golBufferDest[x, y] = golBufferDest[x + gl_NumWorkGroups.x * y]
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								};
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								#define fetchGol(x, y) ((((x) < 0) || ((y) < 0) || ((x) > GOL_WIDTH) || ((y) > GOL_WIDTH)) \
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								    ? (0) \
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								    : golBuffer[(x) + GOL_WIDTH * (y)])
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								#define setGol(x, y, value) golBufferDest[(x) + GOL_WIDTH*(y)] = value
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								void main()
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								{
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								    uint neighbourCount = 0;
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								    uint x = gl_GlobalInvocationID.x;
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								    uint y = gl_GlobalInvocationID.y;
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								    neighbourCount += fetchGol(x - 1, y - 1);   // Top left
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								    neighbourCount += fetchGol(x, y - 1);       // Top middle
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								    neighbourCount += fetchGol(x + 1, y - 1);   // Top right
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								    neighbourCount += fetchGol(x - 1, y);       // Left
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								    neighbourCount += fetchGol(x + 1, y);       // Right
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								    neighbourCount += fetchGol(x - 1, y + 1);   // Bottom left
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								    neighbourCount += fetchGol(x, y + 1);       // Bottom middle   
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								    neighbourCount += fetchGol(x + 1, y + 1);   // Bottom right
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								    if (neighbourCount == 3) setGol(x, y, 1);
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								    else if (neighbourCount == 2) setGol(x, y, fetchGol(x, y));
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								    else setGol(x, y, 0);
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								}
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