diff --git a/examples/shaders/resources/shaders/glsl330/julia_shader.fs b/examples/shaders/resources/shaders/glsl330/julia_shader.fs index b1331d84f..8e6815a54 100644 --- a/examples/shaders/resources/shaders/glsl330/julia_shader.fs +++ b/examples/shaders/resources/shaders/glsl330/julia_shader.fs @@ -15,10 +15,10 @@ const int MAX_ITERATIONS = 255; // Max iterations to do. // Square a complex number vec2 complexSquare(vec2 z) { - return vec2( - z.x * z.x - z.y * z.y, - z.x * z.y * 2.0 - ); + return vec2( + z.x * z.x - z.y * z.y, + z.x * z.y * 2.0 + ); } // Convert Hue Saturation Value color into RGB @@ -33,8 +33,8 @@ vec3 hsv2rgb(vec3 c) void main() { // The pixel coordinates scaled so they are on the mandelbrot scale. - vec2 z = vec2(((gl_FragCoord.x + offset.x)/screenDims.x) * 2.5 * zoom, - ((screenDims.y - gl_FragCoord.y + offset.y)/screenDims.y) * 1.5 * zoom); // y also flipped due to opengl + vec2 z = vec2((((gl_FragCoord.x + offset.x)/screenDims.x) * 2.5)/zoom, + (((screenDims.y - gl_FragCoord.y + offset.y)/screenDims.y) * 1.5)/zoom); // y also flipped due to opengl int iterations = 0; /* diff --git a/examples/shaders/shaders_julia_set.c b/examples/shaders/shaders_julia_set.c index 36eceb237..f984d5e32 100644 --- a/examples/shaders/shaders_julia_set.c +++ b/examples/shaders/shaders_julia_set.c @@ -40,14 +40,14 @@ int main() // Load julia set shader // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader - Shader shader = LoadShader(0, "resources/shaders/glsl330/julia_shader.fs"); + Shader shader = LoadShader(0, "julia_shader.fs"); // c constant to use in z^2 + c float c[2] = { POINTS_OF_INTEREST[0][0], POINTS_OF_INTEREST[0][1] }; // Offset and zoom to draw the julia set at. (centered on screen and 1.6 times smaller) float offset[2] = { -(float)screenWidth/2, -(float)screenHeight/2 }; - float zoom = 1.6f; + float zoom = 1.0f; Vector2 offsetSpeed = { 0.0f, 0.0f }; @@ -111,8 +111,8 @@ int main() // Probably offset movement should be proportional to zoom level if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) || IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) { - if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) zoom -= 0.003f; - if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom += 0.003f; + if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) zoom += zoom * 0.003f; + if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom -= zoom * 0.003f; Vector2 mousePos = GetMousePosition();