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| author | Ray <[email protected]> | 2019-05-14 00:07:44 +0200 |
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| committer | Ray <[email protected]> | 2019-05-14 00:07:44 +0200 |
| commit | 6f7b721d81c46718ae522e4a05e16c93711faefb (patch) | |
| tree | 8644e950fbcd9908c5ce5d220026910b4e22ba51 /examples/shaders/resources | |
| parent | 6804c2189e07a661ef975146c288619589c90731 (diff) | |
| parent | 00431396b0b516b2296c17e5e5b5fd9e72bacfec (diff) | |
| download | raylib-6f7b721d81c46718ae522e4a05e16c93711faefb.tar.gz raylib-6f7b721d81c46718ae522e4a05e16c93711faefb.zip | |
Merge branch 'master' of https://github.com/raysan5/raylib
Diffstat (limited to 'examples/shaders/resources')
| -rw-r--r-- | examples/shaders/resources/shaders/glsl330/julia_shader.fs | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/examples/shaders/resources/shaders/glsl330/julia_shader.fs b/examples/shaders/resources/shaders/glsl330/julia_shader.fs new file mode 100644 index 00000000..b1331d84 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/julia_shader.fs @@ -0,0 +1,86 @@ +#version 330 + +// Input vertex attributes (from vertex shader) + +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. + +// Output fragment color +out vec4 finalColor; + +const int MAX_ITERATIONS = 255; // 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 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() +{ + // The pixel coordinates scaled so they are on the mandelbrot scale. + vec2 z = vec2(((gl_FragCoord.x + offset.x)/screenDims.x) * 2.5 * zoom, + ((screenDims.y - gl_FragCoord.y + offset.y)/screenDims.y) * 1.5 * zoom); // y also flipped due to opengl + int iterations = 0; + + /* + 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). + */ + for (iterations = 0; iterations < MAX_ITERATIONS; iterations++) + { + z = complexSquare(z) + c; // Iterate function + if (dot(z, z) > 4.0) + { + break; + } + } + + // 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(iterations) + 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) + { + finalColor = vec4(0.0, 0.0, 0.0, 1.0); + } else + { + finalColor = vec4(hsv2rgb(vec3(norm, 1.0, 1.0)), 1.0); + } +} |
