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- uniform sampler1D tex;
- uniform vec2 center;
- uniform float scale;
- uniform int iter;
- void main() {
- vec2 z, c;
- c.x = 1.3333 * (gl_TexCoord[0].x - 0.5) * scale - center.x;
- c.y = (gl_TexCoord[0].y - 0.5) * scale - center.y;
- int i;
- z = c;
- for(i=0; i<iter; i++) {
- float x = (z.x * z.x - z.y * z.y) + c.x;
- float y = (z.y * z.x + z.x * z.y) + c.y;
- if((x * x + y * y) > 4.0) break;
- z.x = x;
- z.y = y;
- }
- gl_FragColor = texture1D(tex, (i == iter ? 0.0 : float(i)) / 100.0);
- }
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