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authorRay <[email protected]>2023-11-08 20:23:35 +0100
committerRay <[email protected]>2023-11-08 20:23:35 +0100
commite150f511d1b29ebea5537d9901994461795424db (patch)
treeb6430e6f49178408dd6150f47dc691ccf8113021 /examples/shaders/shaders_julia_set.data
parentef398c8bbdbfc7a27df28affd15dca1d90e85dfa (diff)
downloadraylib.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.data32
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);
}