3b1b-manim/manimlib/shaders/poly_fractal/frag.glsl

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2021-08-26 11:40:55 -07:00
// Copied from surface/frag.glsl
#version 330
uniform vec3 light_source_position;
uniform float gloss;
uniform float shadow;
uniform float focal_distance;
uniform vec4 color0;
uniform vec4 color1;
uniform vec4 color2;
uniform vec4 color3;
uniform vec4 color4;
uniform vec2 coef0;
uniform vec2 coef1;
uniform vec2 coef2;
uniform vec2 coef3;
uniform vec2 coef4;
uniform vec2 coef5;
uniform vec2 root0;
uniform vec2 root1;
uniform vec2 root2;
uniform vec2 root3;
uniform vec2 root4;
uniform float n_roots;
uniform float n_steps;
uniform vec2 frame_shape;
in vec3 xyz_coords;
out vec4 frag_color;
#INSERT finalize_color.glsl
vec2 complex_mult(vec2 z, vec2 w){
return vec2(z.x * w.x - z.y * w.y, z.x * w.y + z.y * w.x);
}
vec2 complex_div(vec2 z, vec2 w){
float w_norm_squared = w.x * w.x + w.y * w.y;
return complex_mult(z, vec2(w.x, -w.y)) / w_norm_squared;
}
vec2 complex_pow(vec2 z, int n){
vec2 result = vec2(1.0, 0.0);
for(int i = 0; i < n; i++){
result = complex_mult(result, z);
}
return result;
}
vec2 poly(vec2 z, vec2[6] coefs){
vec2 result = vec2(0.0);
for(int n = 0; n < 6; n++){
result += complex_mult(coefs[n], complex_pow(z, n));
}
return result;
}
vec2 dpoly(vec2 z, vec2[6] coefs){
vec2 result = vec2(0.0);
for(int n = 1; n < 6; n++){
result += n * complex_mult(coefs[n], complex_pow(z, n - 1));
}
return result;
}
vec2 seek_root(vec2 z, vec2[6] coefs){
for(int i = 0; i < int(n_steps); i++){
vec2 step = complex_div(poly(z, coefs), dpoly(z, coefs));
if(length(step) < 1e-2){
break;
}
z = z - step;
}
return z;
}
void main() {
vec2[6] coefs = vec2[6](coef0, coef1, coef2, coef3, coef4, coef5);
vec2[5] roots = vec2[5](root0, root1, root2, root3, root4);
vec4[5] colors = vec4[5](color0, color1, color2, color3, color4);
vec2 z = xyz_coords.xy;
vec2 found_root = seek_root(z, coefs);
vec4 color = vec4(0.0);
float curr_min = 1e10;
for(int i = 0; i < 5; i++){
float dist = distance(roots[i], found_root);
if(dist < curr_min){
curr_min = dist;
color = colors[i];
}
}
frag_color = finalize_color(
color,
xyz_coords,
vec3(0.0, 0.0, 1.0),
light_source_position,
gloss,
shadow
);
}