varying vec4 v_position; uniform vec2 u_resolution; uniform float u_time; uniform float u_mouse; #define MAX_ITERATIONS 100 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, float n) { float r = length(z); float theta = atan(z.y, z.x); return pow(r, n) * vec2(cos(n * theta), sin(n * theta)); } float fabs(float a) { return a > 0. ? a : -a; } void main() { float time = mod(0.5 + mod(u_time * 1000.0, 100000.0) / 10000.0, 2.); float ratio = u_resolution.x / u_resolution.y; vec2 pos = v_position.xy/vec2(1.0, ratio); vec2 prevZ; vec2 z = 2.0 * (pos - vec2(0., 0.)); int iterations = 0; for (int i = 0; i < MAX_ITERATIONS; i++) { prevZ = z; vec2 value = cpow(z, 3.0) + vec2(1., 0.); vec2 value_der = 3.0 * cpow(z, 2.0); z = z - time * cdiv(value, value_der); iterations++; if (fabs(z.x - prevZ.x) < 0.001) break; } float val = float(iterations) * 10.0 / float(MAX_ITERATIONS); float g = val * 0.5; float b = val * 0.8; gl_FragColor = vec4(0.0, g, b, val); }