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@@ -12,23 +12,20 @@ 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 maxIterations = 255; // Max iterations to do.
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const int maxIterations = 255; // Max iterations to do.
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-const float colorCycles = 2.0f; // Number of times the color palette repeats. Can show higher detail for higher iteration numbers.
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+const float colorCycles = 2.0; // Number of times the color palette repeats. Can show higher detail for higher iteration numbers.
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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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{
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{
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- return vec2(
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- z.x*z.x - z.y*z.y,
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- z.x*z.y*2.0f
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- );
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+ return vec2(z.x*z.x - z.y*z.y, z.x*z.y*2.0);
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}
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}
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// Convert Hue Saturation Value (HSV) color into RGB
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// Convert Hue Saturation Value (HSV) color into RGB
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vec3 Hsv2rgb(vec3 c)
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vec3 Hsv2rgb(vec3 c)
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{
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{
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- vec4 K = vec4(1.0f, 2.0f/3.0f, 1.0f/3.0f, 3.0f);
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- vec3 p = abs(fract(c.xxx + K.xyz)*6.0f - K.www);
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- return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0f, 1.0f), c.y);
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+ vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);
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+ vec3 p = abs(fract(c.xxx + K.xyz)*6.0 - K.www);
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+ return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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}
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void main()
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void main()
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@@ -54,7 +51,7 @@ void main()
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// The pixel coordinates are scaled so they are on the mandelbrot scale
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// The pixel coordinates are scaled so they are on the mandelbrot scale
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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 - 0.5f)*2.5f, (fragTexCoord.y - 0.5f)*1.5f)/zoom;
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+ vec2 z = vec2((fragTexCoord.x - 0.5f)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
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z.x += offset.x;
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z.x += offset.x;
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z.y += offset.y;
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z.y += offset.y;
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@@ -63,7 +60,7 @@ void main()
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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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- if (dot(z, z) > 4.0f) break;
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+ if (dot(z, z) > 4.0) break;
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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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@@ -72,12 +69,12 @@ void main()
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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) + 1.0f - (log(log(length(z)))/log(2.0f));
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+ float smoothVal = float(iterations) + 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(maxIterations);
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float norm = smoothVal/float(maxIterations);
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// If in set, color black. 0.999 allows for some float accuracy error.
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// If in set, color black. 0.999 allows for some float accuracy error.
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- if (norm > 0.999f) finalColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
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- else finalColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0f, 1.0f)), 1.0f);
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+ if (norm > 0.999) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
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+ else finalColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0, 1.0)), 1.0);
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}
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}
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