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| author | Ray <[email protected]> | 2023-11-08 20:23:35 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2023-11-08 20:23:35 +0100 |
| commit | e150f511d1b29ebea5537d9901994461795424db (patch) | |
| tree | b6430e6f49178408dd6150f47dc691ccf8113021 /examples/shaders/shaders_julia_set.data | |
| parent | ef398c8bbdbfc7a27df28affd15dca1d90e85dfa (diff) | |
| download | raylib.com-e150f511d1b29ebea5537d9901994461795424db.tar.gz raylib.com-e150f511d1b29ebea5537d9901994461795424db.zip | |
Updated examples to latest raylib 5.0 and shell!
Diffstat (limited to 'examples/shaders/shaders_julia_set.data')
| -rw-r--r-- | examples/shaders/shaders_julia_set.data | 32 |
1 files changed, 17 insertions, 15 deletions
diff --git a/examples/shaders/shaders_julia_set.data b/examples/shaders/shaders_julia_set.data index 44d0834..82d0a75 100644 --- a/examples/shaders/shaders_julia_set.data +++ b/examples/shaders/shaders_julia_set.data @@ -6,30 +6,30 @@ precision mediump float; varying vec2 fragTexCoord; varying vec4 fragColor; -uniform vec2 screenDims; // Dimensions of the screen uniform vec2 c; // c.x = real, c.y = imaginary component. Equation done is z^2 + c uniform vec2 offset; // Offset of the scale. uniform float zoom; // Zoom of the scale. // NOTE: Maximum number of shader for-loop iterations depend on GPU, // for example, on RasperryPi for this examply only supports up to 60 -const int MAX_ITERATIONS = 48; // Max iterations to do +const int maxIterations = 48; // Max iterations to do. +const float colorCycles = 1.0f; // Number of times the color palette repeats. // Square a complex number vec2 ComplexSquare(vec2 z) { return vec2( - z.x * z.x - z.y * z.y, - z.x * z.y * 2.0 + z.x*z.x - z.y*z.y, + z.x*z.y*2.0f ); } // Convert Hue Saturation Value (HSV) color into RGB vec3 Hsv2rgb(vec3 c) { - vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); + vec4 K = vec4(1.0f, 2.0f/3.0f, 1.0f/3.0f, 3.0f); + vec3 p = abs(fract(c.xxx + K.xyz)*6.0f - K.www); + return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0f, 1.0f), c.y); } void main() @@ -45,8 +45,8 @@ void main() If the number is below 2, we keep iterating. But when do we stop iterating if the number is always below 2 (it converges)? - That is what MAX_ITERATIONS is for. - Then we can divide the iterations by the MAX_ITERATIONS value to get a normalized value that we can + That is what maxIterations is for. + Then we can divide the iterations by the maxIterations value to get a normalized value that we can then map to a color. We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared. @@ -55,13 +55,15 @@ void main() // The pixel coordinates are scaled so they are on the mandelbrot scale // NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom - vec2 z = vec2((fragTexCoord.x + offset.x/screenDims.x)*2.5/zoom, (fragTexCoord.y + offset.y/screenDims.y)*1.5/zoom); + vec2 z = vec2((fragTexCoord.x - 0.5f)*2.5f, (fragTexCoord.y - 0.5f)*1.5f)/zoom; + z.x += offset.x; + z.y += offset.y; int iter = 0; for (int iterations = 0; iterations < 60; iterations++) { z = ComplexSquare(z) + c; // Iterate function - if (dot(z, z) > 4.0) break; + if (dot(z, z) > 4.0f) break; iter = iterations; } @@ -72,12 +74,12 @@ void main() z = ComplexSquare(z) + c; // This last part smooths the color (again see link above). - float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0)); + float smoothVal = float(iter) + 1.0f - (log(log(length(z)))/log(2.0f)); // Normalize the value so it is between 0 and 1. - float norm = smoothVal/float(MAX_ITERATIONS); + float norm = smoothVal/float(maxIterations); // If in set, color black. 0.999 allows for some float accuracy error. - if (norm > 0.999) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); - else gl_FragColor = vec4(Hsv2rgb(vec3(norm, 1.0, 1.0)), 1.0); + if (norm > 0.999f) gl_FragColor = vec4(0.0f, 0.0f, 0.0f, 1.0f); + else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0f, 1.0f)), 1.0f); } |
