|  |  | @ -13,23 +13,20 @@ uniform float zoom;             // Zoom of the scale. | 
		
	
		
			
			|  |  |  | // NOTE: Maximum number of shader for-loop iterations depend on GPU, | 
		
	
		
			
			|  |  |  | // for example, on RasperryPi for this examply only supports up to 60 | 
		
	
		
			
			|  |  |  | const int maxIterations = 48;     // Max iterations to do. | 
		
	
		
			
			|  |  |  | const float colorCycles = 1.0nf">f;   // Number of times the color palette repeats. | 
		
	
		
			
			|  |  |  | const float colorCycles = 1.0k">;    // Number of times the color palette repeats. | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Square a complex number | 
		
	
		
			
			|  |  |  | vec2 ComplexSquare(vec2 z) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | return vec2( | 
		
	
		
			
			|  |  |  | z.x*z.x - z.y*z.y, | 
		
	
		
			
			|  |  |  | z.x*z.y*2.0f | 
		
	
		
			
			|  |  |  | ); | 
		
	
		
			
			|  |  |  | return vec2(z.x*z.x - z.y*z.y, z.x*z.y*2.0); | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Convert Hue Saturation Value (HSV) color into RGB | 
		
	
		
			
			|  |  |  | vec3 Hsv2rgb(vec3 c) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | vec4 K = vec4(1.0f, 2.0f/3.0f, 1.0f/3.0f, 3.0f); | 
		
	
		
			
			|  |  |  | vec3 p = abs(fract(c.xxx + K.xyz)*6.0f - K.www); | 
		
	
		
			
			|  |  |  | return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0nf">f, 1.0f), c.y); | 
		
	
		
			
			|  |  |  | vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0); | 
		
	
		
			
			|  |  |  | vec3 p = abs(fract(c.xxx + K.xyz)*6.0 - K.www); | 
		
	
		
			
			|  |  |  | return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0k">, 1.0), c.y); | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | void main() | 
		
	
	
		
			
				|  |  | @ -55,7 +52,7 @@ void main() | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // The pixel coordinates are scaled so they are on the mandelbrot scale | 
		
	
		
			
			|  |  |  | // NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom | 
		
	
		
			
			|  |  |  | vec2 z = vec2((fragTexCoord.x - 0.5f)*2.5f, (fragTexCoord.y - 0.5f)*1.5f)/zoom; | 
		
	
		
			
			|  |  |  | vec2 z = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom; | 
		
	
		
			
			|  |  |  | z.x += offset.x; | 
		
	
		
			
			|  |  |  | z.y += offset.y; | 
		
	
		
			
			|  |  |  |  | 
		
	
	
		
			
				|  |  | @ -63,7 +60,7 @@ void main() | 
		
	
		
			
			|  |  |  | for (int iterations = 0; iterations < 60; iterations++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | z = ComplexSquare(z) + c;  // Iterate function | 
		
	
		
			
			|  |  |  | if (dot(z, z) > 4.0f) break; | 
		
	
		
			
			|  |  |  | if (dot(z, z) > 4.0) break; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | iter = iterations; | 
		
	
		
			
			|  |  |  | } | 
		
	
	
		
			
				|  |  | @ -74,12 +71,12 @@ void main() | 
		
	
		
			
			|  |  |  | z = ComplexSquare(z) + c; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // This last part smooths the color (again see link above). | 
		
	
		
			
			|  |  |  | float smoothVal = float(iter) + 1.0f - (log(log(length(z)))/log(2.0f)); | 
		
	
		
			
			|  |  |  | float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0)); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Normalize the value so it is between 0 and 1. | 
		
	
		
			
			|  |  |  | float norm = smoothVal/float(maxIterations); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // If in set, color black. 0.999 allows for some float accuracy error. | 
		
	
		
			
			|  |  |  | if (norm > 0.999f) gl_FragColor = vec4(0.0f, 0.0nf">f, 0.0f, 1.0f); | 
		
	
		
			
			|  |  |  | else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0nf">f, 1.0f)), 1.0f); | 
		
	
		
			
			|  |  |  | if (norm > 0.999) gl_FragColor = vec4(0.0, 0.0k">, 0.0, 1.0); | 
		
	
		
			
			|  |  |  | else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0k">, 1.0)), 1.0); | 
		
	
		
			
			|  |  |  | } |