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| author | Ray <[email protected]> | 2019-05-16 17:07:59 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-05-16 17:07:59 +0200 |
| commit | 9fd410b8a87ede4b40be60ec5043090e2a86c6fe (patch) | |
| tree | d3d90809faade24ce122c39e3afa284c59bb487f /examples/shaders/resources | |
| parent | cf4fde94568f779a5d9afea8a9d712caff774e38 (diff) | |
| download | raylib-9fd410b8a87ede4b40be60ec5043090e2a86c6fe.tar.gz raylib-9fd410b8a87ede4b40be60ec5043090e2a86c6fe.zip | |
Review shader to use provided texture coordinates
Now shader uses `fragTexCoord` that are the full screen texture coordinates normalized, instead of `gl_fragCoord`, the unnormalized screen coordinates
Diffstat (limited to 'examples/shaders/resources')
| -rw-r--r-- | examples/shaders/resources/shaders/glsl100/julia_set.fs | 39 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl330/julia_set.fs | 39 |
2 files changed, 38 insertions, 40 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/julia_set.fs b/examples/shaders/resources/shaders/glsl100/julia_set.fs index 9b8a0d03..149a559c 100644 --- a/examples/shaders/resources/shaders/glsl100/julia_set.fs +++ b/examples/shaders/resources/shaders/glsl100/julia_set.fs @@ -33,31 +33,30 @@ vec3 Hsv2rgb(vec3 c) void main() { - // The pixel coordinates scaled so they are on the mandelbrot scale - // 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); - - 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. + 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 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. + 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). + 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 iterations = 0; for (iterations = 0; iterations < MAX_ITERATIONS; iterations++) { z = ComplexSquare(z) + c; // Iterate function diff --git a/examples/shaders/resources/shaders/glsl330/julia_set.fs b/examples/shaders/resources/shaders/glsl330/julia_set.fs index 0e58716f..f68367ea 100644 --- a/examples/shaders/resources/shaders/glsl330/julia_set.fs +++ b/examples/shaders/resources/shaders/glsl330/julia_set.fs @@ -33,31 +33,30 @@ vec3 Hsv2rgb(vec3 c) void main() { - // The pixel coordinates scaled so they are on the mandelbrot scale - // 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); - - 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. + 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 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. + 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). + 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 iterations = 0; for (iterations = 0; iterations < MAX_ITERATIONS; iterations++) { z = ComplexSquare(z) + c; // Iterate function |
