diff --git a/examples/shaders/resources/shaders/glsl100/julia_set.fs b/examples/shaders/resources/shaders/glsl100/julia_set.fs index 82d0a75a..9ee8c6f4 100644 --- a/examples/shaders/resources/shaders/glsl100/julia_set.fs +++ b/examples/shaders/resources/shaders/glsl100/julia_set.fs @@ -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 = 1.0f; // Number of times the color palette repeats. +const float colorCycles = 1.0; // 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, 0.0f, 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, 0.0, 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, 0.0f, 0.0f, 1.0f); - else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0f, 1.0f)), 1.0f); + if (norm > 0.999) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0, 1.0)), 1.0); }