Fix the Julia set shader example (#3467)
* Simplify POI selection * Improve mouse logic * Add colour cycles to the shader to show finer details. Works well with high iteration numbers * Testing things... * Actually fix zoom. Also allow user to reset camera with 'R' * Reset max iterations * Tidying & comments * Revert to original if statement * Make mouse logic more readable * Style conventions * Coding conventions - f postifx on floating points * Missed a few f postfixes
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3 changed files with 89 additions and 79 deletions
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@ -6,30 +6,30 @@ precision mediump float;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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uniform vec2 screenDims; // Dimensions of the screen
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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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// 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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const int maxIterations = 48; // Max iterations to do.
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const float colorCycles = 1.0f; // 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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{
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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 * 2.0
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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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}
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// Convert Hue Saturation Value (HSV) color into RGB
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vec3 Hsv2rgb(vec3 c)
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{
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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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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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}
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void main()
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@ -45,8 +45,8 @@ void main()
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If the number is below 2, we keep iterating.
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But when do we stop iterating if the number is always below 2 (it converges)?
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That is what MAX_ITERATIONS is for.
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Then we can divide the iterations by the MAX_ITERATIONS value to get a normalized value that we can
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That is what maxIterations is for.
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Then we can divide the iterations by the maxIterations value to get a normalized value that we can
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then map to a color.
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We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared.
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@ -55,13 +55,15 @@ void main()
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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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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 - 0.5f)*2.5f, (fragTexCoord.y - 0.5f)*1.5f)/zoom;
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z.x += offset.x;
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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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{
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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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if (dot(z, z) > 4.0f) break;
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iter = iterations;
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}
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@ -72,12 +74,12 @@ void main()
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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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float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0));
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float smoothVal = float(iter) + 1.0f - (log(log(length(z)))/log(2.0f));
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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(maxIterations);
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// If in set, color black. 0.999 allows for some float accuracy error.
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if (norm > 0.999) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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else gl_FragColor = vec4(Hsv2rgb(vec3(norm, 1.0, 1.0)), 1.0);
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if (norm > 0.999f) gl_FragColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
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else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0f, 1.0f)), 1.0f);
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}
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@ -7,28 +7,28 @@ in vec4 fragColor;
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// Output fragment color
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out vec4 finalColor;
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uniform vec2 screenDims; // Dimensions of the screen
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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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const int MAX_ITERATIONS = 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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// Square a complex number
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vec2 ComplexSquare(vec2 z)
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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 * 2.0
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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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}
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// Convert Hue Saturation Value (HSV) color into RGB
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vec3 Hsv2rgb(vec3 c)
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{
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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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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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}
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void main()
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@ -44,8 +44,8 @@ void main()
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If the number is below 2, we keep iterating.
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But when do we stop iterating if the number is always below 2 (it converges)?
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That is what MAX_ITERATIONS is for.
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Then we can divide the iterations by the MAX_ITERATIONS value to get a normalized value that we can
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That is what maxIterations is for.
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Then we can divide the iterations by the maxIterations value to get a normalized value that we can
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then map to a color.
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We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared.
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@ -54,14 +54,16 @@ void main()
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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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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 - 0.5f)*2.5f, (fragTexCoord.y - 0.5f)*1.5f)/zoom;
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z.x += offset.x;
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z.y += offset.y;
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int iterations = 0;
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for (iterations = 0; iterations < MAX_ITERATIONS; iterations++)
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for (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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if (dot(z, z) > 4.0f) break;
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}
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// Another few iterations decreases errors in the smoothing calculation.
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@ -70,12 +72,12 @@ void main()
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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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float smoothVal = float(iterations) + 1.0 - (log(log(length(z)))/log(2.0));
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float smoothVal = float(iterations) + 1.0f - (log(log(length(z)))/log(2.0f));
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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(maxIterations);
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// If in set, color black. 0.999 allows for some float accuracy error.
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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, 1.0, 1.0)), 1.0);
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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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}
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