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authorAkshay Nair <phenax5@gmail.com>2026-09-28 01:47:33 +0530
committerAkshay Nair <phenax5@gmail.com>2026-09-28 01:48:05 +0530
commit0ef819eb0877afac93830f1db1a75df19162a169 (patch)
treedd635bd9228ab58ffe0eff639292fea977fd6bdc /src/main/resources
parent80c7b93987a1af10d394370fd7afd56001590d72 (diff)
downloadart-playground-openrndr-0ef819eb0877afac93830f1db1a75df19162a169.tar.gz
art-playground-openrndr-0ef819eb0877afac93830f1db1a75df19162a169.zip
Add newtons fractalmaster
Diffstat (limited to 'src/main/resources')
-rw-r--r--src/main/resources/shaders/newton.glsl99
1 files changed, 99 insertions, 0 deletions
diff --git a/src/main/resources/shaders/newton.glsl b/src/main/resources/shaders/newton.glsl
new file mode 100644
index 0000000..e53b153
--- /dev/null
+++ b/src/main/resources/shaders/newton.glsl
@@ -0,0 +1,99 @@
+#version 430
+layout(local_size_x = 1, local_size_y = 1) in;
+
+#include <utils>
+
+#define MAX_ITERATIONS 200
+
+const float antialiasing = 0.28;
+uniform float seconds = 0;
+layout(rgba8) uniform writeonly image2D output_image;
+
+float fabs(float a) {
+ return a > 0. ? a : -a;
+}
+
+float cosh(float val) {
+ float tmp = exp(val);
+ float cosH = (tmp + 1.0 / tmp) / 2.0;
+ return cosH;
+}
+
+float sinh(float val) {
+ float tmp = exp(val);
+ float sinH = (tmp - 1.0 / tmp) / 2.0;
+ return sinH;
+}
+
+vec2 cmul(vec2 a, vec2 b) {
+ return vec2(a.x * b.x - a.y * b.y, a.x * b.y + a.y * b.x);
+}
+
+vec2 cdiv(vec2 a, vec2 b) {
+ float denominator = b.x * b.x + b.y * b.y;
+ if (denominator == 0.) return a;
+ return cmul(a, vec2(b.x, -b.y)) / denominator;
+}
+
+vec2 cpow(vec2 z, int n) {
+ vec2 res = z;
+ for (int i = 0; i < 20; i++) {
+ if (i >= n - 1) break;
+ res = cmul(z, res);
+ }
+ return res;
+}
+
+vec2 cexp(vec2 z) {
+ return exp(z.x) * vec2(cos(z.y), sin(z.y));
+}
+
+vec2 get_step(vec2 z) {
+ vec2 value = cpow(z, 5) + 2.0 * cpow(z, 3) - vec2(1., 0.);
+ vec2 derivative = 5.0 * cpow(z, 4) + 3.0 * cpow(z, 2);
+ return cdiv(value, derivative);
+}
+
+vec3 image(vec2 uv) {
+ vec2 prevZ;
+ vec2 z = uv * 3.0;
+
+ float t = seconds / 20;
+ vec2 factor = vec2(mod(t + 0.1, 2), 0);
+
+ int iterations = 0;
+ for (int i = 0; i < MAX_ITERATIONS; i++) {
+ prevZ = z;
+ z = prevZ - cmul(factor, get_step(prevZ));
+
+ iterations++;
+ if (fabs(z.x - prevZ.x) < 0.001) break;
+ }
+
+ float val = float(iterations) * 10.0 / float(MAX_ITERATIONS);
+ float r = 0.1;
+ float g = min(val * 0.2, 0.7);
+ float b = min(val * 0.8, 0.7);
+ return srgb(r, g, b);
+}
+
+vec3 antialiased_image(vec2 uv) {
+ vec2 resolution = vec2(imageSize(output_image).xy);
+ float s = antialiasing / max(resolution.x, resolution.y);
+ vec3 sum = vec3(0);
+ int count = 0;
+ for (int i = -2; i < 2; i++)
+ for (int j = -2; j < 2; j++, count++)
+ sum += image(uv + vec2(i, j) * s);
+ return sum / count;
+}
+
+void main() {
+ vec2 resolution = vec2(imageSize(output_image).xy);
+ float aspect_ratio = resolution.y / resolution.x;
+ vec2 uv = (gl_GlobalInvocationID.xy - resolution * 0.5) * vec2(1.0, aspect_ratio) / resolution;
+
+ // vec3 color = image(uv);
+ vec3 color = antialiased_image(uv);
+ imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1));
+}