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- uniform vec2 resolution;
- uniform float zoom, panx, pany;
- void main(void)
- {
- // vec2 res = vec2(1366.0, 768.0);
- vec2 uv = gl_FragCoord.xy / resolution.xy * zoom;
- float scale = resolution.y / resolution.x;
- uv=((uv-0.5)*5.5);
- uv.y*=scale;
- uv.y+=pany;
- uv.x-=0.5;
- uv.x+=panx;
- vec2 z = vec2(0.0, 0.0);
- vec3 c = vec3(0.0, 0.0, 0.0);
- float v;
- int depth = 170 + int(zoom);
- for(int i=0;i < depth;i++)
- {
- if(((z.x*z.x+z.y*z.y) >= 4.0)) break;
- z = vec2(z.x*z.x - z.y*z.y, 2.0*z.y*z.x) + uv;
- if((z.x*z.x+z.y*z.y) >= 2.0)
- {
- c.b = 1.0;
- c.r=float(i)/20.0;
- c.g=sin((float(i)/5.0));
- } else {
- c.r = 1.0;
- c.g = 1.0;
- c.b = 1.0;
- }
- }
- gl_FragColor = vec4(c,1.0);
- }
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