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updated conway example
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@@ -9,7 +9,7 @@ precision highp float;
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uniform float time;
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uniform vec2 mouse;
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uniform vec2 resolution;
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uniform sampler2D buffer;
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uniform sampler2D ppixels;
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vec4 live = vec4(0.5,1.0,0.7,1.);
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vec4 dead = vec4(0.,0.,0.,1.);
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@@ -28,15 +28,15 @@ void main( void ) {
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}
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} else {
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float sum = 0.;
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sum += texture2D(buffer, position + pixel * vec2(-1., -1.)).g;
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sum += texture2D(buffer, position + pixel * vec2(-1., 0.)).g;
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sum += texture2D(buffer, position + pixel * vec2(-1., 1.)).g;
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sum += texture2D(buffer, position + pixel * vec2(1., -1.)).g;
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sum += texture2D(buffer, position + pixel * vec2(1., 0.)).g;
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sum += texture2D(buffer, position + pixel * vec2(1., 1.)).g;
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sum += texture2D(buffer, position + pixel * vec2(0., -1.)).g;
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sum += texture2D(buffer, position + pixel * vec2(0., 1.)).g;
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vec4 me = texture2D(buffer, position);
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sum += texture2D(ppixels, position + pixel * vec2(-1., -1.)).g;
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sum += texture2D(ppixels, position + pixel * vec2(-1., 0.)).g;
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sum += texture2D(ppixels, position + pixel * vec2(-1., 1.)).g;
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sum += texture2D(ppixels, position + pixel * vec2(1., -1.)).g;
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sum += texture2D(ppixels, position + pixel * vec2(1., 0.)).g;
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sum += texture2D(ppixels, position + pixel * vec2(1., 1.)).g;
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sum += texture2D(ppixels, position + pixel * vec2(0., -1.)).g;
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sum += texture2D(ppixels, position + pixel * vec2(0., 1.)).g;
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vec4 me = texture2D(ppixels, position);
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if (me.g <= 0.1) {
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if ((sum >= 2.9) && (sum <= 3.1)) {
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