#version 430 layout(local_size_x = 8, local_size_y = 8) in; precision highp float; #include #include #include uniform float seconds = 0; layout(rgba8) uniform writeonly image2D output_image; uniform float antialiasing = 0.28; uniform bool enable_antialiasing = false; uniform vec2 offset; uniform float scale; const int MAX_ITERATIONS = 1000; const float INF_GAP = 10000.0; vec3 col_blue1 = srgb(0.33, 0.48, 0.60); vec3 col_pink1 = srgb(0.98, 0.27, 0.47); vec3 col_pink2 = srgb(0.84, 0.24, 0.33); vec3 col_yellow1 = srgb(0.90, 0.69, 0.18); vec3 col_violet1 = srgb(0.26, 0.11, 0.52); vec3 col_green1 = srgb(0.24, 0.40, 0.33); vec3 col_wingpat = srgb(0.12, 0.06, 0.03); vec3 col_mothbody = srgb(0.12, 0.06, 0.03); vec3 col_bg = vec3(0); vec3 image(vec2 uv) { vec3 color = col_bg; vec2 c = (uv - vec2(0, 0.20)) * 6 / scale + offset; c = vec2(c.y, c.x); vec2 z = vec2(0); vec2 last_z; int iter; float last_dist; for (iter = 0; iter <= MAX_ITERATIONS; iter++) { last_z = z; z = csin(ccos(z)) - ctan(z) + c; last_dist = length(z - last_z); if (last_dist >= INF_GAP) break; } float f = float(iter) / float(MAX_ITERATIONS); // Pat vec2 p = (uv - vec2(0, -0.012)) * vec2(23, 72); float buttpat = sin(-abs(p.x) - 5) * sin(abs(p.y)) - sin((abs(p.x) - 6) * p.y); color = mix(color, col_wingpat, (smoothstep(-0.5, 1.0, buttpat)) * step(last_dist, 0.0000003)); color = mix(color, col_mothbody, (1 - step(last_dist, 0.0000016)) * step(last_dist, 0.05)); float gap = 0.504; vec2 eyesp = uv - vec2(gap / 2., 0.093); eyesp.x -= round(eyesp.x / gap) * gap; float eyes = sdf_circle(eyesp, 0.007); color = mix(color, mix(col_wingpat, col_bg, 0.22), step(abs(eyes) - 0.003, 0)); // Floral color = mix(color, srgb(0.0, 0.13, 0.08), (1 - step(last_dist, 0.1)) * (1 - step(last_dist, INF_GAP))); color = mix(color, mix(col_pink1, col_violet1, smoothstep(-0.2, 0.5, f)), step(f, 0.9999)); color = mix(color, col_yellow1, step(f, 0.016)); color = mix(color, col_violet1, step(f, 0.008)); color = mix(color, col_pink2, step(f, 0.005)); color = mix(color, col_green1, step(f, 0.003)); return color; } 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); if (gl_GlobalInvocationID.x >= resolution.x || gl_GlobalInvocationID.y >= resolution.y) return; float aspect_ratio = resolution.y / resolution.x; vec2 uv = (gl_GlobalInvocationID.xy - resolution / 2) * vec2(1.0, aspect_ratio) / resolution; vec3 color = enable_antialiasing ? antialiased_image(uv) : image(uv); imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1)); }