96 lines
2.1 KiB
GLSL
96 lines
2.1 KiB
GLSL
// Originally from: https://www.shadertoy.com/view/wdBfDK
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// License: CC0
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#define MANDELBROT_ZOOM_START 0.0
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#define MANDELBROT_ITER 240
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void pR(inout vec2 p, in float a) {
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p = cos(a)*p + sin(a)*vec2(p.y, -p.x);
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}
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vec2 pMod2(inout vec2 p, in vec2 size) {
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vec2 c = floor((p + size*0.5)/size);
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p = mod(p + size*0.5,size) - size*0.5;
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return c;
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}
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vec3 mandelbrot(float time, vec2 p, out float ii) {
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vec3 col = vec3(0.0);
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float ztime = (time - MANDELBROT_ZOOM_START)*step(MANDELBROT_ZOOM_START, time);
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float zoo = 0.64 + 0.36*cos(.07*ztime);
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float coa = cos(0.15*(1.0-zoo)*ztime);
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float sia = sin(0.15*(1.0-zoo)*ztime);
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zoo = pow(zoo,8.0);
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vec2 xy = vec2( p.x*coa-p.y*sia, p.x*sia+p.y*coa);
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vec2 c = vec2(-.745,.186) + xy*zoo;
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const float B = 10.0;
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float l = 0.0;
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vec2 z = vec2(0.0);
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vec2 zc = vec2(1.0);
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pR(zc, ztime);
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float d = 1e20;
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int i = 0;
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for(int j = 0; j < MANDELBROT_ITER; ++j) {
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float re2 = z.x*z.x;
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float im2 = z.y*z.y;
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float reim= z.x*z.y;
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if(re2 + im2 > (B*B)) break;
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z = vec2(re2 - im2, 2.0*reim) + c;
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vec2 zm = z;
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vec2 n = pMod2(zm, vec2(4));
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vec2 pp = zm - zc;
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float dd = dot(pp, pp);
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d = min(d, dd);
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l += 1.0;
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i = j;
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}
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ii = float(i)/float(MANDELBROT_ITER);
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float sl = l - log2(log2(dot(z,z))) + 4.0;
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vec3 dc = vec3(pow(max(1.0 - d, 0.0), 20.0));
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vec3 gc = 0.5 + 0.5*cos(3.0 + sl*0.15 + vec3(0.1,0.5,0.9));
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return gc + dc*smoothstep(28.8, 29.0, ztime);
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}
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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float s = 2.0/iResolution.y;
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vec2 o1 = vec2(1.0/8.0, 3.0/8.0)*s;
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vec2 o2 = vec2(-3.0/8.0, 1.0/8.0)*s;
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vec2 p = (-iResolution.xy + 2.0*fragCoord.xy)/iResolution.y;
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float ii = 0.0;
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vec3 col = mandelbrot(iTime, p+o1, ii);
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// "smart" AA? Is that a good idea?
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vec2 dii2 = vec2(dFdx(ii), dFdy(ii));
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float dii = length(dii2);
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if(abs(dii) > 0.01) {
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col += mandelbrot(iTime, p-o1, ii);
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col += mandelbrot(iTime, p+o2, ii);
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col += mandelbrot(iTime, p-o2, ii);
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col *=0.25;
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// col = vec3(1.0, 0.0, 0.0);
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}
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fragColor = vec4(col, 1.0);
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}
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