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