#version 430 layout(local_size_x = 1, local_size_y = 1) in; #include #include #define MAX_ITERATIONS 200 const float antialiasing = 0.28; uniform float seconds = 0; layout(rgba8) uniform writeonly image2D output_image; 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 (abs(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)); }