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authorRay <[email protected]>2019-05-16 17:07:59 +0200
committerRay <[email protected]>2019-05-16 17:07:59 +0200
commit9fd410b8a87ede4b40be60ec5043090e2a86c6fe (patch)
treed3d90809faade24ce122c39e3afa284c59bb487f /examples/shaders/resources
parentcf4fde94568f779a5d9afea8a9d712caff774e38 (diff)
downloadraylib-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.fs39
-rw-r--r--examples/shaders/resources/shaders/glsl330/julia_set.fs39
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