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initial commit
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3 changed files with 127 additions and 0 deletions
12
Makefile
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12
Makefile
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PROG=brotshader
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CC=gcc
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FLAGS=-lm `pkg-config -libs raylib`
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.DEFAULT_GOAL := run
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${PROG}: ${PROG}.c
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${CC} ${PROG}.c -o ${PROG} ${FLAGS}
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run: ${PROG}
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./${PROG}
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70
brotshader.c
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70
brotshader.c
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#include <raylib.h>
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const int width = 1280;
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const int height = 1280;
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int main() {
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InitWindow(width, height, "brotshader");
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Shader shader = LoadShader(0, "mandelbrot.glsl");
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RenderTexture2D target = LoadRenderTexture(width, height);
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float c[2] = {0, 0};
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float offset[2] = {0, 0};
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float zoom = 2.0f;
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int max = 255;
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int resolutionLoc = GetShaderLocation(shader, "resolution");
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int locationLoc = GetShaderLocation(shader, "location");
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int zoomLoc = GetShaderLocation(shader, "zoom");
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int maxLoc = GetShaderLocation(shader, "max");
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float screen[2] = {(float)width, (float)height};
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SetShaderValue(shader, resolutionLoc, screen, UNIFORM_VEC2);
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SetShaderValue(shader, locationLoc, &offset, UNIFORM_VEC2);
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SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
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SetShaderValue(shader, maxLoc, &max, UNIFORM_INT);
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SetTargetFPS(60);
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while (!WindowShouldClose()) {
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if (IsKeyDown(KEY_UP)) offset[1] -= zoom * 0.01f;
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if (IsKeyDown(KEY_DOWN)) offset[1] += zoom * 0.01f;
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if (IsKeyDown(KEY_RIGHT)) offset[0] -= zoom * 0.01f;
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if (IsKeyDown(KEY_LEFT)) offset[0] += zoom * 0.01f;
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if (IsKeyDown(KEY_W)) zoom -= zoom * 0.01f;
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if (IsKeyDown(KEY_S)) zoom += zoom * 0.01f;
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if (IsKeyDown(KEY_A)) max -= 1;
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if (IsKeyDown(KEY_D)) max += 1;
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SetShaderValue(shader, resolutionLoc, screen, UNIFORM_VEC2);
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SetShaderValue(shader, locationLoc, &offset, UNIFORM_VEC2);
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SetShaderValue(shader, zoomLoc, &zoom, UNIFORM_FLOAT);
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SetShaderValue(shader, maxLoc, &max, UNIFORM_INT);
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginTextureMode(target);
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DrawRectangle(0, 0, width, height, BLACK);
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EndTextureMode();
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BeginShaderMode(shader);
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DrawTexture(target.texture, 0, 0, WHITE);
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EndShaderMode();
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EndDrawing();
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}
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UnloadShader(shader);
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UnloadRenderTexture(target);
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CloseWindow();
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}
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45
mandelbrot.glsl
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45
mandelbrot.glsl
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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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