shadermeh/shaders/mandelbrot.frag
David Oberhollenzer acaef93bd8 Initial commit
Signed-off-by: David Oberhollenzer <goliath@infraroot.at>
2022-07-16 22:13:49 +02:00

26 lines
832 B
GLSL

#define MAX_ITERATIONS 1024
void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
float s = exp(-iTime / 2.0);
vec2 c = vec2(-0.770007,0.100001);
vec2 z = vec2(0.0);
vec2 del = (2.0 * fragCoord/iResolution.xy - 1.0) * s;
del.x /= (iResolution.y / iResolution.x);
vec2 eps = vec2(0.0);
int iterations = 0;
while (length(z + eps) < 2.0 && iterations < MAX_ITERATIONS) {
eps = 2.0*vec2(z.x*eps.x - z.y*eps.y, z.x*eps.y + z.y*eps.x) + vec2(eps.x*eps.x - eps.y*eps.y, 2.0*eps.x*eps.y) + del;
z = vec2(z.x*z.x - z.y*z.y, 2.0*z.x*z.y) + c;
if (length(eps) > 100.0) {
z += eps;
eps = vec2(0.0);
}
iterations += 1;
}
// Output to screen
fragColor = vec4(vec3(float(iterations) / float(MAX_ITERATIONS)), 1.0);
}