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46 lines
985 B
Text
46 lines
985 B
Text
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#version 100
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precision highp float;
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uniform vec2 resolution;
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uniform vec2 location;
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uniform double zoom;
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uniform int max;
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vec2 compsquare(vec2 z) {
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float temp = z.x;
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z.x = z.x * z.x - z.y * z.y;
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z.y = 2.0 * temp * z.y;
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return z;
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}
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vec3 hsv2rgb(vec3 hue){
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vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);
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vec3 p = abs(fract(hue.xxx + K.xyz) * 6.0 - K.www);
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return hue.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), hue.y);
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}
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vec3 mandelbort(vec2 point){
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vec2 z = vec2(0.0);
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float iters = 0.0;
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for (iters = 0.0; iters < float(max); ++iters)
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{
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z = compsquare(z) + point;
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if(dot(z, z) > 4.0) break;
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}
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float hue = iters / float(max);
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if(hue > 0.98) return vec3(0.0);
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return hsv2rgb(vec3(hue, 1.0, 1.0));
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}
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void main()
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{
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vec2 uv = gl_FragCoord.xy / resolution;
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uv.x *= resolution.x / resolution.y;
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uv -= vec2(0.7, 0.5);
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uv *= zoom;
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uv -= location;
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gl_FragColor = vec4(mandelbort(uv), 1.0);
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}
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