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Oct 21st, 2019
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  1. uniform vec2 resolution;
  2. uniform float zoom, panx, pany;
  3.  
  4. void main(void)
  5. {
  6. // vec2 res = vec2(1366.0, 768.0);
  7. vec2 uv = gl_FragCoord.xy / resolution.xy * zoom;
  8. float scale = resolution.y / resolution.x;
  9. uv=((uv-0.5)*5.5);
  10. uv.y*=scale;
  11. uv.y+=pany;
  12. uv.x-=0.5;
  13. uv.x+=panx;
  14.  
  15.  
  16. vec2 z = vec2(0.0, 0.0);
  17. vec3 c = vec3(0.0, 0.0, 0.0);
  18. float v;
  19.  
  20. int depth = 170 + int(zoom);
  21.  
  22. for(int i=0;i < depth;i++)
  23. {
  24.  
  25. if(((z.x*z.x+z.y*z.y) >= 4.0)) break;
  26. z = vec2(z.x*z.x - z.y*z.y, 2.0*z.y*z.x) + uv;
  27.  
  28.  
  29. if((z.x*z.x+z.y*z.y) >= 2.0)
  30. {
  31. c.b = 1.0;
  32. c.r=float(i)/20.0;
  33. c.g=sin((float(i)/5.0));
  34. } else {
  35. c.r = 1.0;
  36. c.g = 1.0;
  37. c.b = 1.0;
  38. }
  39.  
  40. }
  41.  
  42.  
  43. gl_FragColor = vec4(c,1.0);
  44. }
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