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.
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2 changed files with 10 additions and 10 deletions
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@ -15,10 +15,10 @@ const int MAX_ITERATIONS = 255; // Max iterations to do.
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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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);
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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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);
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}
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// Convert Hue Saturation Value color into RGB
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@ -33,8 +33,8 @@ 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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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); // 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); // y also flipped due to opengl
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int iterations = 0;
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/*
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