154 lines
No EOL
3.4 KiB
GLSL
154 lines
No EOL
3.4 KiB
GLSL
#version 440 core
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out vec4 fragColor;
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uniform float param1;
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uniform vec2 resolution;
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uniform float time;
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uniform vec2 center_pos;
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uniform float zoom;
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uniform int nb_itter;
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vec2 get_euler_form(in vec2 c){
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vec2 result = vec2(0.0);
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float re = c.x;
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float im = c.y;
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float mod = sqrt(re*re + im*im);
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float angle = atan(im/re);
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if (re < 0){
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angle += 3.14159265359;
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}
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result.x = mod;
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result.y = angle;
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return result;
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}
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vec2 conjug(in vec2 c){
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vec2 result = vec2(0.0);
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result.x = c.x;
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result.y = -c.y;
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return result;
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}
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float mod_s(in vec2 c){
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return c.x*c.x + c.y*c.y;
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}
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vec2 mult_complex(in vec2 c1, in vec2 c2){
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vec2 result = vec2(0.0);
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float re = c1.x * c2.x - c1.y * c2.y;
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float im = c1.x * c2.y + c1.y * c2.x;
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result.x = re;
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result.y = im;
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return result;
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}
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vec2 div_complex(in vec2 c1, in vec2 c2){
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vec2 result = vec2(0.0);
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return mult_complex(c1, conjug(c2))/mod_s(c2);
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}
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vec2 complex_exp(in vec2 c){
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vec2 result = vec2(0.0);
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float expa = exp(c.x);
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result.x = expa*cos(c.y);
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result.y = expa*sin(c.y);
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return result;
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}
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vec2 complex_sin(vec2 c){
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vec2 i = vec2(0.0);
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i.y = 1.0;
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vec2 ic = mult_complex(c, i);
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return div_complex((complex_exp(ic) - complex_exp(-ic)), 2*i);
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}
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vec2 complex_cos(vec2 c){
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vec2 i = vec2(0.0);
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i.y = 1.0;
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vec2 ic = mult_complex(c, i);
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return (complex_exp(ic) + complex_exp(-ic))/2;
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}
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vec2 complex_sinh(in vec2 c){
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return (complex_exp(c)-complex_exp(-c))/2;
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}
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vec2 complex_cosh(in vec2 c){
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return (complex_exp(c)+complex_exp(-c))/2;
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}
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vec2 complex_tanh(in vec2 c){
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return div_complex(complex_sinh(c), complex_cosh(c));
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}
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vec2 complex_pow(in vec2 c, in float n){
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vec2 result = vec2(0.0);
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vec2 euler_form = get_euler_form(c);
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float mod = euler_form.x;
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float angle = euler_form.y;
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angle *= n;
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mod = pow(mod, n);
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result.x = mod*cos(angle);
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result.y = mod*sin(angle);
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return result;
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}
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vec2 squared(in vec2 c){
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vec2 result = vec2(0.0);
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result.x = c.x*c.x - c.y*c.y;
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result.y = 2*c.x*c.y;
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return result;
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}
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vec3 mandelbrot(in vec2 p, in int max_itt){
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vec2 c = vec2(0.0);
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for(int i=0; i< int(max_itt); i++)
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{
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if(sqrt(c.x*c.x + c.y*c.y) > 12)
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{
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float r = 1*i%255;
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float g = 2*i%255;
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float b = 3*i%255;
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return vec3(r/255, g/255, b/255);
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}
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// c = complex_pow(c, param1) + p;
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// c = complex_exp(c) + p;
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// c = complex_exp(complex_pow(c, param1)) + p;
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// c = complex_sin(complex_pow(c, param1)) + p;
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// c = complex_pow(complex_sin(c), param1) + p;
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c = complex_pow(c, 2) + p;
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vec2 one = vec2(0.0);
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one.x = 1;
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//c = div_complex(one, complex_exp(complex_pow(c, param1)) + p);
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}
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return vec3(0.0);
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}
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void main(){
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// vec2 uv = (gl_FragCoord.xy - 0.5 * resolution.xy) / resolution.y;
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vec2 uv = gl_FragCoord.xy;
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vec3 col = vec3(0.0);
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float cx = center_pos.x;
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float cy = center_pos.y;
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float zoom = zoom;
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float xn = (gl_FragCoord.x) / (resolution.x);
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float yn = (gl_FragCoord.y) / (resolution.y);
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float rx = (4*xn+cx*zoom - 2)/zoom;
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float ry = (4*yn+cy*zoom - 2)/zoom;
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vec2 p = vec2(0.0);
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p.x = rx;
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p.y = ry;
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col += mandelbrot(p, nb_itter);
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fragColor = vec4(col, 0.1);
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} |