Update rlgl_compute_shader.c
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@ -74,10 +74,10 @@ int main(void)
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unsigned int ssboA = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY);
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unsigned int ssboB = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY);
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unsigned int ssboTransfert = rlLoadShaderBuffer(sizeof(GolUpdateSSBO), NULL, RL_DYNAMIC_COPY);
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GolUpdateSSBO transfertBuffer = { 0 };
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// Create a white texture of the size of the window to update
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// Create a white texture of the size of the window to update
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// each pixel of the window using the fragment shader: golRenderShader
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Image whiteImage = GenImageColor(GOL_WIDTH, GOL_WIDTH, WHITE);
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Texture whiteTex = LoadTextureFromImage(whiteImage);
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@ -105,7 +105,7 @@ int main(void)
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{
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// Send SSBO buffer to GPU
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rlUpdateShaderBuffer(ssboTransfert, &transfertBuffer, sizeof(GolUpdateSSBO), 0);
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// Process SSBO commands on GPU
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rlEnableShader(golTransfertProgram);
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rlBindShaderBuffer(ssboA, 1);
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@ -143,7 +143,7 @@ int main(void)
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BeginShaderMode(golRenderShader);
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DrawTexture(whiteTex, 0, 0, WHITE);
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EndShaderMode();
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DrawRectangleLines(GetMouseX() - brushSize/2, GetMouseY() - brushSize/2, brushSize, brushSize, RED);
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DrawText("Use Mouse wheel to increase/decrease brush size", 10, 10, 20, WHITE);
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