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Diffstat (limited to 'examples/web/shaders/shaders_julia_set.data')
| -rw-r--r-- | examples/web/shaders/shaders_julia_set.data | 83 |
1 files changed, 0 insertions, 83 deletions
diff --git a/examples/web/shaders/shaders_julia_set.data b/examples/web/shaders/shaders_julia_set.data deleted file mode 100644 index bce25db..0000000 --- a/examples/web/shaders/shaders_julia_set.data +++ /dev/null @@ -1,83 +0,0 @@ -#version 100 - -precision mediump float; - -// Input vertex attributes (from vertex shader) -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 - -// Square a complex number -vec2 ComplexSquare(vec2 z) -{ - return vec2( - z.x * z.x - z.y * z.y, - z.x * z.y * 2.0 - ); -} - -// 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); -} - -void main() -{ - /********************************************************************************************** - Julia sets use a function z^2 + c, where c is a constant. - This function is iterated until the nature of the point is determined. - - If the magnitude of the number becomes greater than 2, then from that point onward - the number will get bigger and bigger, and will never get smaller (tends towards infinity). - 2^2 = 4, 4^2 = 8 and so on. - So at 2 we stop iterating. - - 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 - then map to a color. - - We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared. - And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power). - *************************************************************************************************/ - - // 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); - - int iter = 0; - for (int iterations = 0; iterations < 60; iterations++) - { - z = ComplexSquare(z) + c; // Iterate function - if (dot(z, z) > 4.0) break; - - iter = iterations; - } - - // Another few iterations decreases errors in the smoothing calculation. - // See http://linas.org/art-gallery/escape/escape.html for more information. - z = ComplexSquare(z) + c; - 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)); - - // Normalize the value so it is between 0 and 1. - float norm = smoothVal/float(MAX_ITERATIONS); - - // 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); -} |
