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@@ -5,13 +5,13 @@ varying vec2 fragTexCoord;
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varying vec4 fragColor;
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uniform vec2 c; // c.x = real, c.y = imaginary component. Equation done is z^2 + c
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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 vec2 offset; // Offset of the scale.
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+uniform float zoom; // Zoom of the scale.
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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 maxIterations = 48; // Max iterations to do
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-const float colorCycles = 1.0; // Number of times the color palette repeats
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+const int maxIterations = 255; // Max iterations to do
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+const float colorCycles = 1.0; // Number of times the color palette repeats
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// Square a complex number
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vec2 ComplexSquare(vec2 z)
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@@ -55,7 +55,7 @@ void main()
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z.y += offset.y;
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int iter = 0;
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- for (int iterations = 0; iterations < 60; iterations++)
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+ for (int iterations = 0; iterations < maxIterations; iterations++)
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{
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z = ComplexSquare(z) + c; // Iterate function
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if (dot(z, z) > 4.0) break;
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