1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
|
varying vec4 v_position;
uniform vec2 u_resolution;
uniform float u_time;
uniform float u_mouse;
#define MAX_ITERATIONS 100
vec2 cdiv(vec2 a, vec2 b) {
float r = length(b);
float theta = atan(b.y, b.x);
return vec2(cos(theta), sin(theta)) * (dot(a, b) / (r * r));
}
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));
}
void main() {
float time = 1.1 + mod(u_time * 1000.0, 100000.0) / 10000.0;
// float time = 4.0;
float ratio = u_resolution.x / u_resolution.y;
vec2 pos = v_position.xy/vec2(1.0, ratio);
vec2 c = 2.0 * (pos - vec2(0.0, 0.0));
vec2 z = vec2(0.0, 0.0);
int i;
vec2 prevZ = z;
for (i = 0; i < MAX_ITERATIONS; i++) {
prevZ = z;
z = cpow(z, time) + c;
if (length(z - prevZ) > 10.0) {
break;
}
}
if (i == MAX_ITERATIONS) {
gl_FragColor = vec4(27., 14., 50., 255.0) / 255.;
} else if (i > 5) {
gl_FragColor = vec4(97., 42., 191., 255.0) / 255.;
} else if (i > 4) {
gl_FragColor = vec4(150., 191., 69., 255.0) / 255.;
} else if (i > 3) {
gl_FragColor = vec4(230., 123., 40., 255.0) / 255.;
} else if (i > 2) {
gl_FragColor = vec4(27., 14., 50., 255.0) / 255.;
} else {
gl_FragColor = vec4(0., 0., 0., 1.);
}
}
|