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@@ -11,7 +11,9 @@ uniform vec2 c; // c.x = real, c.y = imaginary component. Equati
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uniform vec2 offset; // Offset of the scale.
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uniform vec2 offset; // Offset of the scale.
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uniform float zoom; // Zoom of the scale.
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uniform float zoom; // Zoom of the scale.
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-const int MAX_ITERATIONS = 255; // Max iterations to do.
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+// NOTE: Maximum number of shader for-loop iterations depend on GPU,
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+// for example, on RasperryPi for this examply only supports up to 60
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+const int MAX_ITERATIONS = 48; // Max iterations to do
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// Square a complex number
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// Square a complex number
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vec2 ComplexSquare(vec2 z)
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vec2 ComplexSquare(vec2 z)
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@@ -56,21 +58,22 @@ void main()
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// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
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// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
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vec2 z = vec2((fragTexCoord.x + offset.x/screenDims.x)*2.5/zoom, (fragTexCoord.y + offset.y/screenDims.y)*1.5/zoom);
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vec2 z = vec2((fragTexCoord.x + offset.x/screenDims.x)*2.5/zoom, (fragTexCoord.y + offset.y/screenDims.y)*1.5/zoom);
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- int iterations = 0;
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- for (iterations = 0; iterations < MAX_ITERATIONS; iterations++)
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+ int iter = 0;
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+ for (int iterations = 0; iterations < 60; iterations++)
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{
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{
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z = ComplexSquare(z) + c; // Iterate function
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z = ComplexSquare(z) + c; // Iterate function
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-
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if (dot(z, z) > 4.0) break;
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if (dot(z, z) > 4.0) break;
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+
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+ iter = iterations;
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}
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}
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-
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+
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// Another few iterations decreases errors in the smoothing calculation.
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// Another few iterations decreases errors in the smoothing calculation.
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// See http://linas.org/art-gallery/escape/escape.html for more information.
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// See http://linas.org/art-gallery/escape/escape.html for more information.
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z = ComplexSquare(z) + c;
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z = ComplexSquare(z) + c;
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z = ComplexSquare(z) + c;
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z = ComplexSquare(z) + c;
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// This last part smooths the color (again see link above).
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// This last part smooths the color (again see link above).
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- float smoothVal = float(iterations) + 1.0 - (log(log(length(z)))/log(2.0));
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+ float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0));
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// Normalize the value so it is between 0 and 1.
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// Normalize the value so it is between 0 and 1.
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float norm = smoothVal/float(MAX_ITERATIONS);
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float norm = smoothVal/float(MAX_ITERATIONS);
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