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JoelSjogren

Untitled

Sep 23rd, 2017
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  1. uniform sampler1D tex;
  2. uniform vec2 center;
  3. uniform float scale;
  4. uniform int iter;
  5.  
  6. void main() {
  7. vec2 z, c;
  8.  
  9. c.x = 1.3333 * (gl_TexCoord[0].x - 0.5) * scale - center.x;
  10. c.y = (gl_TexCoord[0].y - 0.5) * scale - center.y;
  11.  
  12. int i;
  13. z = c;
  14. for(i=0; i<iter; i++) {
  15. float x = (z.x * z.x - z.y * z.y) + c.x;
  16. float y = (z.y * z.x + z.x * z.y) + c.y;
  17.  
  18. if((x * x + y * y) > 4.0) break;
  19. z.x = x;
  20. z.y = y;
  21. }
  22.  
  23. gl_FragColor = texture1D(tex, (i == iter ? 0.0 : float(i)) / 100.0);
  24. }
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