 
 
 	vec4 tempvec;
-	tempvec = textureGather(texture, texCoord);
-	neighbors += tempvec.x;
-	neighbors += tempvec.y;
-	neighbors += tempvec.z;
-//	neighbors += tempvec.w;
-	gl_FragColor.r = tempvec.w; // carried life
-
-
-//WIP
 	tempvec = textureGather(texture, offsetCoord);
 	neighbors += tempvec.x;
 //	neighbors += tempvec.y;

uniform sampler2D texture;
varying vec2 texCoord;
varying vec2 offsetCoord;

	neighbors += tempvec.w;


	tempvec = textureGather(texture, texCoord);
	neighbors += tempvec.x;
	neighbors += tempvec.y;
	neighbors += tempvec.z;
//	neighbors += tempvec.w;
//	gl_FragColor.r = tempvec.w; // carried life


//WIP






//	gl_FragColor.r = tempvec.w; // carried life
//	gl_FragColor.r += step(3.0, neighbors); //added life if under 3
//	gl_FragColor.r *= step(2.0, neighbors); //death if under 2
//	gl_FragColor.r *= step(neighbors, 3.0); // death if over 3

	if(neighbors == 2.0) gl_FragColor.r = tempvec.w; //carry if two
	else if(neighbors == 3.0) gl_FragColor.r = 1.0; //add life if one



}
