summaryrefslogtreecommitdiff
path: root/progs/glsl/CH18-mandel.frag.txt
blob: a472d812526de0924d0490f1f0800a65f2cd00b5 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
//
// Fragment shader for drawing the Mandelbrot set
//
// Authors: Dave Baldwin, Steve Koren, Randi Rost
//          based on a shader by Michael Rivero
//
// Copyright (c) 2002-2005: 3Dlabs, Inc.
//
// See 3Dlabs-License.txt for license information
//

varying vec3  Position;
varying float LightIntensity;

uniform float MaxIterations;
uniform float Zoom;
uniform float Xcenter;
uniform float Ycenter;
uniform vec3  InnerColor;
uniform vec3  OuterColor1;
uniform vec3  OuterColor2;

void main()
{
    float   real  = Position.x * Zoom + Xcenter;
    float   imag  = Position.y * Zoom + Ycenter;
    float   Creal = real;   // Change this line...
    float   Cimag = imag;   // ...and this one to get a Julia set

    float r2 = 0.0;
    float iter;

//    for (iter = 0.0; iter < MaxIterations && r2 < 4.0; ++iter)
    for (iter = 0.0; iter < 12 && r2 < 4.0; ++iter)
    {
        float tempreal = real;

        real = (tempreal * tempreal) - (imag * imag) + Creal;
        imag = 2.0 * tempreal * imag + Cimag;
        r2   = (real * real) + (imag * imag);
    }

    // Base the color on the number of iterations

    vec3 color;

    if (r2 < 4.0)
        color = InnerColor;
    else
        color = mix(OuterColor1, OuterColor2, fract(iter * 0.05));

    color *= LightIntensity;

    gl_FragColor = vec4(color, 1.0);
}