mirror of
https://github.com/raysan5/raylib.git
synced 2026-02-01 03:39:18 -05:00
REVIEWED: Potential shader issues
This commit is contained in:
@ -12,23 +12,20 @@ uniform vec2 offset; // Offset of the scale.
|
||||
uniform float zoom; // Zoom of the scale.
|
||||
|
||||
const int maxIterations = 255; // Max iterations to do.
|
||||
const float colorCycles = 2.0f; // Number of times the color palette repeats. Can show higher detail for higher iteration numbers.
|
||||
const float colorCycles = 2.0; // Number of times the color palette repeats. Can show higher detail for higher iteration numbers.
|
||||
|
||||
// Square a complex number
|
||||
vec2 ComplexSquare(vec2 z)
|
||||
{
|
||||
return vec2(
|
||||
z.x*z.x - z.y*z.y,
|
||||
z.x*z.y*2.0f
|
||||
);
|
||||
return vec2(z.x*z.x - z.y*z.y, z.x*z.y*2.0);
|
||||
}
|
||||
|
||||
// Convert Hue Saturation Value (HSV) color into RGB
|
||||
vec3 Hsv2rgb(vec3 c)
|
||||
{
|
||||
vec4 K = vec4(1.0f, 2.0f/3.0f, 1.0f/3.0f, 3.0f);
|
||||
vec3 p = abs(fract(c.xxx + K.xyz)*6.0f - K.www);
|
||||
return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0f, 1.0f), c.y);
|
||||
vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);
|
||||
vec3 p = abs(fract(c.xxx + K.xyz)*6.0 - K.www);
|
||||
return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
||||
}
|
||||
|
||||
void main()
|
||||
@ -54,7 +51,7 @@ void main()
|
||||
|
||||
// The pixel coordinates are scaled so they are on the mandelbrot scale
|
||||
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
|
||||
vec2 z = vec2((fragTexCoord.x - 0.5f)*2.5f, (fragTexCoord.y - 0.5f)*1.5f)/zoom;
|
||||
vec2 z = vec2((fragTexCoord.x - 0.5f)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
|
||||
z.x += offset.x;
|
||||
z.y += offset.y;
|
||||
|
||||
@ -63,7 +60,7 @@ void main()
|
||||
{
|
||||
z = ComplexSquare(z) + c; // Iterate function
|
||||
|
||||
if (dot(z, z) > 4.0f) break;
|
||||
if (dot(z, z) > 4.0) break;
|
||||
}
|
||||
|
||||
// Another few iterations decreases errors in the smoothing calculation.
|
||||
@ -72,12 +69,12 @@ void main()
|
||||
z = ComplexSquare(z) + c;
|
||||
|
||||
// This last part smooths the color (again see link above).
|
||||
float smoothVal = float(iterations) + 1.0f - (log(log(length(z)))/log(2.0f));
|
||||
float smoothVal = float(iterations) + 1.0 - (log(log(length(z)))/log(2.0));
|
||||
|
||||
// Normalize the value so it is between 0 and 1.
|
||||
float norm = smoothVal/float(maxIterations);
|
||||
|
||||
// If in set, color black. 0.999 allows for some float accuracy error.
|
||||
if (norm > 0.999f) finalColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
else finalColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0f, 1.0f)), 1.0f);
|
||||
if (norm > 0.999) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
else finalColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0, 1.0)), 1.0);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user