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authorRay <[email protected]>2019-05-15 19:03:39 +0200
committerGitHub <[email protected]>2019-05-15 19:03:39 +0200
commit84fb2e00df86ab727bdae016dc9b58645f7169f2 (patch)
tree4e5c29f9eecd4f7ca73c5b12d2c1e7d519cbc708 /examples/shaders/resources
parent998b4180e1d3a9b6188699fd811c9b3abe537eac (diff)
parenteb7beb59b6ee8d3881b231fdb8590935d1779ad1 (diff)
downloadraylib-84fb2e00df86ab727bdae016dc9b58645f7169f2.tar.gz
raylib-84fb2e00df86ab727bdae016dc9b58645f7169f2.zip
Merge pull request #838 from eggmund/master
Update julia set example.
Diffstat (limited to 'examples/shaders/resources')
-rw-r--r--examples/shaders/resources/shaders/glsl330/julia_shader.fs12
1 files changed, 6 insertions, 6 deletions
diff --git a/examples/shaders/resources/shaders/glsl330/julia_shader.fs b/examples/shaders/resources/shaders/glsl330/julia_shader.fs
index b1331d84..8e6815a5 100644
--- a/examples/shaders/resources/shaders/glsl330/julia_shader.fs
+++ b/examples/shaders/resources/shaders/glsl330/julia_shader.fs
@@ -15,10 +15,10 @@ 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
- );
+ return vec2(
+ z.x * z.x - z.y * z.y,
+ z.x * z.y * 2.0
+ );
}
// Convert Hue Saturation Value color into RGB
@@ -33,8 +33,8 @@ vec3 hsv2rgb(vec3 c)
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
+ 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;
/*