Style conventions
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@ -13,24 +13,23 @@ uniform float zoom; // Zoom of the scale.
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// NOTE: Maximum number of shader for-loop iterations depend on GPU,
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// for example, on RasperryPi for this examply only supports up to 60
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const int MAX_ITERATIONS = 48; // Max iterations to do.
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const float COLOR_CYCLES = 1; // Number of times the palette repeats.
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const float COLOR_CYCLES = 1; // Number of times the color palette repeats.
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// Square a complex number
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vec2 ComplexSquare(vec2 z)
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{
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return vec2(
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z.x * z.x - z.y * z.y,
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z.x * z.y * 2.0
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z.x*z.x - z.y*z.y,
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z.x*z.y*2.0
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);
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}
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// Convert Hue Saturation Value (HSV) color into RGB
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vec3 Hsv2rgb(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz)*6.0 - K.www);
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return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main()
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@ -56,7 +55,7 @@ void main()
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// The pixel coordinates are scaled so they are on the mandelbrot scale
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// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
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vec2 z = vec2((fragTexCoord.x - 0.5) * 2.5, (fragTexCoord.y - 0.5) * 1.5) / zoom;
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vec2 z = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
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z.x += offset.x;
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z.y += offset.y;
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@ -82,5 +81,5 @@ void main()
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// If in set, color black. 0.999 allows for some float accuracy error.
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if (norm > 0.999) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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else gl_FragColor = vec4(Hsv2rgb(vec3(norm * COLOR_CYCLES, 1.0, 1.0)), 1.0);
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else gl_FragColor = vec4(Hsv2rgb(vec3(norm*COLOR_CYCLES, 1.0, 1.0)), 1.0);
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}
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@ -12,23 +12,23 @@ uniform vec2 offset; // Offset of the scale.
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uniform float zoom; // Zoom of the scale.
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const int MAX_ITERATIONS = 255; // Max iterations to do.
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const float COLOR_CYCLES = 2; // Number of times the palette repeats. Can show higher detail for higher iteration numbers.
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const float COLOR_CYCLES = 2; // Number of times the color palette repeats. Can show higher detail for higher iteration numbers.
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// Square a complex number
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vec2 ComplexSquare(vec2 z)
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{
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return vec2(
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z.x * z.x - z.y * z.y,
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z.x * z.y * 2.0
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z.x*z.x - z.y*z.y,
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z.x*z.y*2.0
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);
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}
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// Convert Hue Saturation Value (HSV) color into RGB
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vec3 Hsv2rgb(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz)*6.0 - K.www);
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return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main()
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@ -54,7 +54,7 @@ void main()
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// The pixel coordinates are scaled so they are on the mandelbrot scale
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// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
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vec2 z = vec2((fragTexCoord.x - 0.5) * 2.5, (fragTexCoord.y - 0.5) * 1.5) / zoom;
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vec2 z = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
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z.x += offset.x;
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z.y += offset.y;
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@ -79,5 +79,5 @@ void main()
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// If in set, color black. 0.999 allows for some float accuracy error.
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if (norm > 0.999) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
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else finalColor = vec4(Hsv2rgb(vec3(norm * COLOR_CYCLES, 1.0, 1.0)), 1.0);
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else finalColor = vec4(Hsv2rgb(vec3(norm*COLOR_CYCLES, 1.0, 1.0)), 1.0);
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}
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@ -134,12 +134,12 @@ int main(void)
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// Find the velocity at which to change the camera. Take the distance of the mouse
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// from the center of the screen as the direction, and adjust magnitude based on
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// the current zoom.
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offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5) * offsetSpeedMul / zoom;
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offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5) * offsetSpeedMul / zoom;
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offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5)*offsetSpeedMul/zoom;
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offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5)*offsetSpeedMul/zoom;
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// Apply move velocity to camera
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offset[0] += GetFrameTime() * offsetVelocity.x;
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offset[1] += GetFrameTime() * offsetVelocity.y;
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offset[0] += GetFrameTime()*offsetVelocity.x;
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offset[1] += GetFrameTime()*offsetVelocity.y;
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// Update the shader uniform values!
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SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
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@ -147,7 +147,7 @@ int main(void)
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}
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// Increment c value with time
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const float dc = GetFrameTime() * (float)incrementSpeed * 0.0005f;
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const float dc = GetFrameTime()*(float)incrementSpeed*0.0005f;
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c[0] += dc;
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c[1] += dc;
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SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
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