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test_shader.glsl
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test_shader.glsl
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#version 330 core
in vec2 TexCoord;
out uvec4 color;
uniform usampler2D sampler;
struct LocalInfo
{
uint numActive;
uint numInactive;
uint sum;
};
void getLocalInfo(out LocalInfo info, uint q)
{
info.numActive = 0u;
info.numInactive = 0u;
info.sum = 0u;
// Ok
uint state = texture(sampler, TexCoord + vec2(-1, -1) / 512).r;
info.sum += state;
if(state == q)
{
info.numActive++;
}
else if(state > 0u)
{
info.numInactive++;
}
// Ok
state = texture(sampler, TexCoord + vec2(-2, 0) / 512).r;
info.sum += state;
if(state == q)
{
info.numActive++;
}
else if(state > 0u)
{
info.numInactive++;
}
// Ok
state = texture(sampler, TexCoord + vec2(-1, 1) / 512).r;
info.sum += state;
if(state == q)
{
info.numActive++;
}
else if(state > 0u)
{
info.numInactive++;
}
// Ok
state = texture(sampler, TexCoord + vec2(1, -1) / 512).r;
info.sum += state;
if(state == q)
{
info.numActive++;
}
else if(state > 0u)
{
info.numInactive++;
}
// Ok
state = texture(sampler, TexCoord + vec2(2, 0) / 512).r;
info.sum += state;
if(state == q)
{
info.numActive++;
}
else if(state > 0u)
{
info.numInactive++;
}
// Ok
state = texture(sampler, TexCoord + vec2(1, 1) / 512).r;
info.sum += state;
if(state == q)
{
info.numActive++;
}
else if(state > 0u)
{
info.numInactive++;
}
}
void main()
{
uint q = 100u;
uint g = 30u;
uint k1 = 1u;
uint k2 = 2u;
uint state = texture(sampler, TexCoord).r;
LocalInfo info;
getLocalInfo(info, q);
if(state == 0u)
{
uint newState = uint(float(info.numActive) / k1) +
uint(float(info.numInactive) / k2);
color = uvec4(newState, 0, 0, 1);
}
else if(state < q)
{
uint newState = uint(float(info.sum) / (info.numActive + info.numInactive + 1u)) + g;
color = uvec4(newState, 0, 0, 1);
}
else if(state == q)
{
color = uvec4(0, 0, 0, 1);
}
}