REVIEWED: example: shaders_julia_set
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1 changed files with 10 additions and 13 deletions
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@ -13,23 +13,20 @@ 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 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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const float colorCycles = 1.0; // 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*2.0f
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);
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return vec2(z.x*z.x - z.y*z.y, z.x*z.y*2.0);
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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(1.0f, 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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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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}
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void main()
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@ -55,7 +52,7 @@ 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 - 0.5f)*2.5f, (fragTexCoord.y - 0.5f)*1.5f)/zoom;
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vec2 z = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
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z.x += offset.x;
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z.y += offset.y;
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@ -63,7 +60,7 @@ void main()
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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) > 4.0f) break;
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if (dot(z, z) > 4.0) break;
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iter = iterations;
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}
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@ -74,12 +71,12 @@ 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) + 1.0f - (log(log(length(z)))/log(2.0f));
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float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0));
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// Normalize the value so it is between 0 and 1.
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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 > 0.999f) 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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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*colorCycles, 1.0, 1.0)), 1.0);
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}
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