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Diffstat (limited to 'examples/web/shaders/shaders_eratosthenes.data')
| -rw-r--r-- | examples/web/shaders/shaders_eratosthenes.data | 60 |
1 files changed, 0 insertions, 60 deletions
diff --git a/examples/web/shaders/shaders_eratosthenes.data b/examples/web/shaders/shaders_eratosthenes.data deleted file mode 100644 index ba6de89..0000000 --- a/examples/web/shaders/shaders_eratosthenes.data +++ /dev/null @@ -1,60 +0,0 @@ -#version 100 - -precision mediump float; - -/************************************************************************************* - - The Sieve of Eratosthenes -- a simple shader by ProfJski - An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes - - The screen is divided into a square grid of boxes, each representing an integer value. - Each integer is tested to see if it is a prime number. Primes are colored white. - Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer. - - You can change the scale variable to make a larger or smaller grid. - Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers. - - WARNING: If you make scale too large, your GPU may bog down! - -***************************************************************************************/ - -// Input vertex attributes (from vertex shader) -varying vec2 fragTexCoord; -varying vec4 fragColor; - -// Make a nice spectrum of colors based on counter and maxSize -vec4 Colorizer(float counter, float maxSize) -{ - float red = 0.0, green = 0.0, blue = 0.0; - float normsize = counter/maxSize; - - red = smoothstep(0.3, 0.7, normsize); - green = sin(3.14159*normsize); - blue = 1.0 - smoothstep(0.0, 0.4, normsize); - - return vec4(0.8*red, 0.8*green, 0.8*blue, 1.0); -} - -void main() -{ - vec4 color = vec4(1.0); - float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid. - float value = scale*floor(fragTexCoord.y*scale) + floor(fragTexCoord.x*scale); // Group pixels into boxes representing integer values - int valuei = int(value); - - //if ((valuei == 0) || (valuei == 1) || (valuei == 2)) gl_FragColor = vec4(1.0); - //else - { - //for (int i = 2; (i < int(max(2.0, sqrt(value) + 1.0))); i++) - // NOTE: On GLSL 100 for loops are restricted and loop condition must be a constant - // Tested on RPI, it seems loops are limited around 60 iteractions - for (int i = 2; i < 48; i++) - { - if ((value - float(i)*floor(value/float(i))) <= 0.0) - { - gl_FragColor = Colorizer(float(i), scale); - //break; // Uncomment to color by the largest factor instead - } - } - } -} |
