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#ifdef GL_ES
precision highp float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
void main(void)
{
vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
p.x *= u_resolution.x/u_resolution.y;
float zoo = .62+.38*sin(.1*u_time);
float coa = cos( 0.1*(1.0-zoo)*u_time );
float sia = sin( 0.1*(1.0-zoo)*u_time );
zoo = pow( zoo,8.0);
vec2 xy = vec2( p.x*coa-p.y*sia, p.x*sia+p.y*coa);
vec2 cc = vec2(-.745,.186) + xy*zoo;
vec2 z = vec2(0.0);
vec2 z2 = z*z;
float m2;
float co = 0.0;
// chrome/angelproject/nvidia/glslES don't seem to like to "break" a loop...
// so we have to rewrite it in another way
/*
for( int i=0; i<256; i++ )
{
z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y );
m2 = dot(z,z);
if( m2>1024.0 ) break;
co += 1.0;
}
*/
for( int i=0; i<256; i++ )
{
if( m2<1024.0 )
{
z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y );
m2 = dot(z,z);
co += 1.0;
}
}
co = co + 1.0 - log2(.5*log2(m2));
co = sqrt(co/256.0);
gl_FragColor = vec4( .5+.5*cos(6.2831*co+0.0),
.5+.5*cos(6.2831*co+0.4),
.5+.5*cos(6.2831*co+0.7),
1.0 );
}
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