Review some shaders to work on GLSL 100

Tested on Raspberry Pi... Just note that platform is very limited by GPU...
This commit is contained in:
raysan5
2019-12-04 19:52:53 +01:00
parent ff499fe57d
commit 3aad221b1e
4 changed files with 40 additions and 23 deletions

View File

@ -11,7 +11,9 @@ uniform vec2 c; // c.x = real, c.y = imaginary component. Equati
uniform vec2 offset; // Offset of the scale.
uniform float zoom; // Zoom of the scale.
const int MAX_ITERATIONS = 255; // Max iterations to do.
// NOTE: Maximum number of shader for-loop iterations depend on GPU,
// for example, on RasperryPi for this examply only supports up to 60
const int MAX_ITERATIONS = 48; // Max iterations to do
// Square a complex number
vec2 ComplexSquare(vec2 z)
@ -56,21 +58,22 @@ void main()
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
vec2 z = vec2((fragTexCoord.x + offset.x/screenDims.x)*2.5/zoom, (fragTexCoord.y + offset.y/screenDims.y)*1.5/zoom);
int iterations = 0;
for (iterations = 0; iterations < MAX_ITERATIONS; iterations++)
int iter = 0;
for (int iterations = 0; iterations < 60; iterations++)
{
z = ComplexSquare(z) + c; // Iterate function
if (dot(z, z) > 4.0) break;
iter = iterations;
}
// Another few iterations decreases errors in the smoothing calculation.
// See http://linas.org/art-gallery/escape/escape.html for more information.
z = ComplexSquare(z) + c;
z = ComplexSquare(z) + c;
// This last part smooths the color (again see link above).
float smoothVal = float(iterations) + 1.0 - (log(log(length(z)))/log(2.0));
float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0));
// Normalize the value so it is between 0 and 1.
float norm = smoothVal/float(MAX_ITERATIONS);