Updating julia set example.

Now dividing by the zoom instead of multiplying (in the shader), so zoom works as expected. Also zoom increase/decrease is now scaled depending on the current zoom.
This commit is contained in:
eggmund 2019-05-15 17:55:19 +01:00
parent 998b4180e1
commit a7c5e3cab7
2 changed files with 10 additions and 10 deletions

View file

@ -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;
/*