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An implementation of Conway's Game of Life using the GPU. Since the next state is a function of the current state and we don't want to write to the same texture we're reading from, there are two textures (A and B) representing the game state, with each pixel corresponding to a cell. Each frame, the contents of B are copied to A, then a fragment shader is used to calculate the new cell states from A and draw them onto B. B is then rendered to the screen.