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	Increasing maxInterations glsl100 to 255 to match with glsl330 and add glsl120
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		| @@ -12,7 +12,7 @@ uniform float zoom;             // Zoom of the scale. | |||||||
|  |  | ||||||
| // NOTE: Maximum number of shader for-loop iterations depend on GPU, | // NOTE: Maximum number of shader for-loop iterations depend on GPU, | ||||||
| // for example, on RasperryPi for this examply only supports up to 60 | // for example, on RasperryPi for this examply only supports up to 60 | ||||||
| const int maxIterations = 48;     // Max iterations to do. | const int maxIterations = 255;     // Max iterations to do. | ||||||
| const float colorCycles = 1.0;    // Number of times the color palette repeats. | const float colorCycles = 1.0;    // Number of times the color palette repeats. | ||||||
|  |  | ||||||
| // Square a complex number | // Square a complex number | ||||||
| @@ -57,7 +57,7 @@ void main() | |||||||
|     z.y += offset.y; |     z.y += offset.y; | ||||||
|  |  | ||||||
|     int iter = 0; |     int iter = 0; | ||||||
|     for (int iterations = 0; iterations < 60; iterations++) |     for (int iterations = 0; iterations < maxIterations; iterations++) | ||||||
|     { |     { | ||||||
|         z = ComplexSquare(z) + c;  // Iterate function |         z = ComplexSquare(z) + c;  // Iterate function | ||||||
|         if (dot(z, z) > 4.0) break; |         if (dot(z, z) > 4.0) break; | ||||||
|   | |||||||
							
								
								
									
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								examples/shaders/resources/shaders/glsl120/julia_set.fs
									
									
									
									
									
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							| @@ -0,0 +1,80 @@ | |||||||
|  | #version 120 | ||||||
|  |  | ||||||
|  | // Input vertex attributes (from vertex shader) | ||||||
|  | varying vec2 fragTexCoord; | ||||||
|  | varying vec4 fragColor; | ||||||
|  |  | ||||||
|  | uniform vec2 c;                 // c.x = real, c.y = imaginary component. Equation done is z^2 + c | ||||||
|  | uniform vec2 offset;            // Offset of the scale. | ||||||
|  | uniform float zoom;             // Zoom of the scale. | ||||||
|  |  | ||||||
|  | // 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 maxIterations = 255;     // Max iterations to do. | ||||||
|  | const float colorCycles = 1.0;    // Number of times the color palette repeats. | ||||||
|  |  | ||||||
|  | // Square a complex number | ||||||
|  | vec2 ComplexSquare(vec2 z) | ||||||
|  | { | ||||||
|  |     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(1.0, 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() | ||||||
|  | { | ||||||
|  |     /********************************************************************************************** | ||||||
|  |       Julia sets use a function z^2 + c, where c is a constant. | ||||||
|  |       This function is iterated until the nature of the point is determined. | ||||||
|  |  | ||||||
|  |       If the magnitude of the number becomes greater than 2, then from that point onward | ||||||
|  |       the number will get bigger and bigger, and will never get smaller (tends towards infinity). | ||||||
|  |       2^2 = 4, 4^2 = 8 and so on. | ||||||
|  |       So at 2 we stop iterating. | ||||||
|  |  | ||||||
|  |       If the number is below 2, we keep iterating. | ||||||
|  |       But when do we stop iterating if the number is always below 2 (it converges)? | ||||||
|  |       That is what maxIterations is for. | ||||||
|  |       Then we can divide the iterations by the maxIterations value to get a normalized value that we can | ||||||
|  |       then map to a color. | ||||||
|  |  | ||||||
|  |       We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared. | ||||||
|  |       And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power). | ||||||
|  |     *************************************************************************************************/ | ||||||
|  |  | ||||||
|  |     // 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 - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom; | ||||||
|  |     z.x += offset.x; | ||||||
|  |     z.y += offset.y; | ||||||
|  |  | ||||||
|  |     int iter = 0; | ||||||
|  |     for (int iterations = 0; iterations < maxIterations; 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(iter) + 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 > 0.999) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); | ||||||
|  |     else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0, 1.0)), 1.0); | ||||||
|  | } | ||||||
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