summaryrefslogtreecommitdiffhomepage
path: root/examples/shaders/resources
diff options
context:
space:
mode:
authorJosh Colclough <[email protected]>2023-10-29 15:41:02 +0000
committerGitHub <[email protected]>2023-10-29 16:41:02 +0100
commit975d4154e6739fc7fcbe6e3406d4974aa5c4705e (patch)
tree9b002810efb751a10066d1123987874c3f177dd1 /examples/shaders/resources
parentb4865588f84288b0c52f143a91c6e12908d1237f (diff)
downloadraylib-975d4154e6739fc7fcbe6e3406d4974aa5c4705e.tar.gz
raylib-975d4154e6739fc7fcbe6e3406d4974aa5c4705e.zip
Fix the Julia set shader example (#3467)
* Simplify POI selection * Improve mouse logic * Add colour cycles to the shader to show finer details. Works well with high iteration numbers * Testing things... * Actually fix zoom. Also allow user to reset camera with 'R' * Reset max iterations * Tidying & comments * Revert to original if statement * Make mouse logic more readable * Style conventions * Coding conventions - f postifx on floating points * Missed a few f postfixes
Diffstat (limited to 'examples/shaders/resources')
-rw-r--r--examples/shaders/resources/shaders/glsl100/julia_set.fs32
-rw-r--r--examples/shaders/resources/shaders/glsl330/julia_set.fs34
2 files changed, 35 insertions, 31 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/julia_set.fs b/examples/shaders/resources/shaders/glsl100/julia_set.fs
index 44d08345..82d0a75a 100644
--- a/examples/shaders/resources/shaders/glsl100/julia_set.fs
+++ b/examples/shaders/resources/shaders/glsl100/julia_set.fs
@@ -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);
}
diff --git a/examples/shaders/resources/shaders/glsl330/julia_set.fs b/examples/shaders/resources/shaders/glsl330/julia_set.fs
index c5ee0da6..7a6f069c 100644
--- a/examples/shaders/resources/shaders/glsl330/julia_set.fs
+++ b/examples/shaders/resources/shaders/glsl330/julia_set.fs
@@ -7,28 +7,28 @@ in vec4 fragColor;
// Output fragment color
out vec4 finalColor;
-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.
-const int MAX_ITERATIONS = 255; // Max iterations to do.
+const int maxIterations = 255; // Max iterations to do.
+const float colorCycles = 2.0f; // Number of times the color palette repeats. Can show higher detail for higher iteration numbers.
// 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()
@@ -44,8 +44,8 @@ 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.
@@ -54,14 +54,16 @@ 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 iterations = 0;
- for (iterations = 0; iterations < MAX_ITERATIONS; iterations++)
+ for (iterations = 0; iterations < maxIterations; iterations++)
{
z = ComplexSquare(z) + c; // Iterate function
- if (dot(z, z) > 4.0) break;
+ if (dot(z, z) > 4.0f) break;
}
// Another few iterations decreases errors in the smoothing calculation.
@@ -70,12 +72,12 @@ void main()
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));
+ float smoothVal = float(iterations) + 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) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
- else finalColor = vec4(Hsv2rgb(vec3(norm, 1.0, 1.0)), 1.0);
+ if (norm > 0.999f) finalColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
+ else finalColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0f, 1.0f)), 1.0f);
}