I’ve been playing with shadertoy a bit, and here is a lil demo. It’s probably not the best way to do it, code suggestions welcome.
https://www.shadertoy.com/view/dtlBRM
Here’s most of the code for reference:
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// fetch neighbor values from last frame, loop back onto screen if off screen
mat3 n;
n[0][0] = texelFetch(iChannel0, ivec2(mod(vec2(fragCoord) + vec2(-1., -1.), iResolution.xy)), 0).g;
n[1][0] = texelFetch(iChannel0, ivec2(mod(vec2(fragCoord) + vec2(0., -1.), iResolution.xy)), 0).g;
n[2][0] = texelFetch(iChannel0, ivec2(mod(vec2(fragCoord) + vec2(1., -1.), iResolution.xy)), 0).g;
n[0][1] = texelFetch(iChannel0, ivec2(mod(vec2(fragCoord) + vec2(-1., 0.), iResolution.xy)), 0).g;
n[1][1] = texelFetch(iChannel0, ivec2(mod(vec2(fragCoord) + vec2(0., 0.), iResolution.xy)), 0).g;
n[2][1] = texelFetch(iChannel0, ivec2(mod(vec2(fragCoord) + vec2(1., 0.), iResolution.xy)), 0).g;
n[0][2] = texelFetch(iChannel0, ivec2(mod(vec2(fragCoord) + vec2(-1., 1.), iResolution.xy)), 0).g;
n[1][2] = texelFetch(iChannel0, ivec2(mod(vec2(fragCoord) + vec2(0., 1.), iResolution.xy)), 0).g;
n[2][2] = texelFetch(iChannel0, ivec2(mod(vec2(fragCoord) + vec2(1., 1.), iResolution.xy)), 0).g;
// sum of neighbors
float sum = n[0][0] + n[1][0] + n[2][0] +
n[0][1] + n[2][1] +
n[0][2] + n[1][2] + n[2][2];
if(n[1][1] == 0.) {
if(sum == 3.) {
// if dead and has 3 neighbors, come alive
fragColor = vec4(0., 1., 0., 1.);
} else {
// otherwise stay dead
fragColor = vec4(0., 0., 0., 1.);
}
} else {
if(sum == 2. || sum == 3.) {
// if alive and has 2 or 3 neighbors, stay alive
fragColor = vec4(0., 1., 0., 1.);
} else {
// otherwise, die
fragColor = vec4(0., 0., 0., 1.);
}
}
}
Ooo!! 🤩 I love the concept!
Did you try with a more complex input video?
That’s awesome! What are your thoughts on keeping the colors of your face as they naturally are and as the GoL algorithm acts on the pixels, you blend the colors together?
I was thinking of doing three separate GOL simulations, one on each RGB channel, and letting the colors mix that way into like 6 colors. right now, I clamp the pixel brightness values to 0 or 1, so that’s why it’s black/white, or rather black/green.