Review shader to use provided texture coordinates
Now shader uses `fragTexCoord` that are the full screen texture coordinates normalized, instead of `gl_fragCoord`, the unnormalized screen coordinates
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3 changed files with 51 additions and 50 deletions
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@ -33,31 +33,30 @@ vec3 Hsv2rgb(vec3 c)
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void main()
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{
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// The pixel coordinates scaled so they are on the mandelbrot scale
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// y also flipped due to opengl
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vec2 z = vec2((((gl_FragCoord.x + offset.x)/screenDims.x)*2.5)/zoom,
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(((screenDims.y - gl_FragCoord.y + offset.y)/screenDims.y)*1.5)/zoom);
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int iterations = 0;
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/**********************************************************************************************
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Julia sets use a function z^2 + c, where c is a constant.
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This function is iterated until the nature of the point is determined.
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Julia sets use a function z^2 + c, where c is a constant.
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This function is iterated until the nature of the point is determined.
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If the magnitude of the number becomes greater than 2, then from that point onward
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the number will get bigger and bigger, and will never get smaller (tends towards infinity).
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2^2 = 4, 4^2 = 8 and so on.
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So at 2 we stop iterating.
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If the magnitude of the number becomes greater than 2, then from that point onward
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the number will get bigger and bigger, and will never get smaller (tends towards infinity).
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2^2 = 4, 4^2 = 8 and so on.
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So at 2 we stop iterating.
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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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then map to a color.
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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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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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And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power).
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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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And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power).
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*************************************************************************************************/
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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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int iterations = 0;
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for (iterations = 0; iterations < MAX_ITERATIONS; iterations++)
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{
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z = ComplexSquare(z) + c; // Iterate function
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@ -33,31 +33,30 @@ vec3 Hsv2rgb(vec3 c)
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void main()
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{
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// The pixel coordinates scaled so they are on the mandelbrot scale
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// y also flipped due to opengl
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vec2 z = vec2((((gl_FragCoord.x + offset.x)/screenDims.x)*2.5)/zoom,
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(((screenDims.y - gl_FragCoord.y + offset.y)/screenDims.y)*1.5)/zoom);
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int iterations = 0;
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/**********************************************************************************************
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Julia sets use a function z^2 + c, where c is a constant.
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This function is iterated until the nature of the point is determined.
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Julia sets use a function z^2 + c, where c is a constant.
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This function is iterated until the nature of the point is determined.
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If the magnitude of the number becomes greater than 2, then from that point onward
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the number will get bigger and bigger, and will never get smaller (tends towards infinity).
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2^2 = 4, 4^2 = 8 and so on.
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So at 2 we stop iterating.
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If the magnitude of the number becomes greater than 2, then from that point onward
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the number will get bigger and bigger, and will never get smaller (tends towards infinity).
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2^2 = 4, 4^2 = 8 and so on.
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So at 2 we stop iterating.
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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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then map to a color.
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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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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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And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power).
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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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And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power).
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*************************************************************************************************/
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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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int iterations = 0;
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for (iterations = 0; iterations < MAX_ITERATIONS; iterations++)
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{
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z = ComplexSquare(z) + c; // Iterate function
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