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Consolidate and rename newton_fractal shader
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4 changed files with 25 additions and 146 deletions
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@ -1,115 +0,0 @@
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#version 330
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uniform vec3 light_source_position;
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uniform float gloss;
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uniform float shadow;
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uniform float focal_distance;
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uniform vec4 color0;
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uniform vec4 color1;
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uniform vec4 color2;
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uniform vec2 root0;
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uniform vec2 root1;
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// uniform vec2 coef0;
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// uniform vec2 coef1;
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// uniform vec2 coef2;
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// uniform vec2 coef3;
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uniform vec2 z0;
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uniform float n_roots;
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uniform float n_steps;
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uniform float julia_highlight;
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uniform float color_mult;
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uniform vec2 frame_shape;
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in vec3 xyz_coords;
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out vec4 frag_color;
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#INSERT finalize_color.glsl
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#INSERT complex_functions.glsl
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const int MAX_DEGREE = 3;
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vec2 poly(vec2 z, vec2[MAX_DEGREE + 1] coefs){
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vec2 result = vec2(0.0);
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for(int n = 0; n < int(n_roots) + 1; n++){
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result += complex_mult(coefs[n], complex_pow(z, n));
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}
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return result;
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}
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vec2 dpoly(vec2 z, vec2[MAX_DEGREE + 1] coefs){
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vec2 result = vec2(0.0);
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for(int n = 1; n < int(n_roots) + 1; n++){
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result += n * complex_mult(coefs[n], complex_pow(z, n - 1));
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}
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return result;
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}
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vec2 seek_root(vec2 z, vec2[MAX_DEGREE + 1] coefs, int max_steps, out float n_iters){
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float last_len;
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float curr_len;
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float threshold = 1e-3;
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for(int i = 0; i < max_steps; i++){
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last_len = curr_len;
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n_iters = float(i);
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vec2 step = complex_div(poly(z, coefs), dpoly(z, coefs));
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curr_len = length(step);
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if(curr_len < threshold){
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break;
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}
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z = z - step;
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}
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n_iters -= clamp((threshold - curr_len) / (last_len - curr_len), 0.0, 1.0);
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return z;
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}
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void main() {
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vec2 root2 = xyz_coords.xy;
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vec2 coef0 = -complex_mult(complex_mult(root0, root1), root2);
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vec2 coef1 = complex_mult(root0, root1) + complex_mult(root0, root2) + complex_mult(root1, root2);
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vec2 coef2 = -(root0 + root1 + root2);
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vec2 coef3 = vec2(1.0, 0.0);
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vec2[MAX_DEGREE + 1] coefs = vec2[MAX_DEGREE + 1](coef0, coef1, coef2, coef3);
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vec2[MAX_DEGREE] roots = vec2[MAX_DEGREE](root0, root1, root2);
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vec4[MAX_DEGREE] colors = vec4[MAX_DEGREE](color0, color1, color2);
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// vec2 z = z0;
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vec2 z = -coef2 / 3.0;
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float n_iters;
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vec2 found_root = seek_root(z, coefs, int(n_steps), n_iters);
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vec4 color = vec4(0.0);
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float min_dist = 1e10;
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float dist;
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for(int i = 0; i < int(n_roots); i++){
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dist = distance(roots[i], found_root);
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if(dist < min_dist){
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min_dist = dist;
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color = colors[i];
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}
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}
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// color *= (1.0 + (color_mult - 1) * (n_iters - 5));
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if (min_dist > 1e-2){
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color = vec4(0.0, 0.0, 0.0, 1.0);
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}
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frag_color = finalize_color(
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color,
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xyz_coords,
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vec3(0.0, 0.0, 1.0),
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light_source_position,
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gloss,
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shadow
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);
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}
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@ -27,8 +27,9 @@ uniform vec2 root4;
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uniform float n_roots;
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uniform float n_steps;
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uniform float julia_highlight;
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uniform float color_mult;
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uniform float saturation_factor;
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uniform float black_for_cycles;
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uniform float is_parameter_space;
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uniform vec2 frame_shape;
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@ -40,6 +41,7 @@ out vec4 frag_color;
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#INSERT complex_functions.glsl
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const int MAX_DEGREE = 5;
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const float CLOSE_ENOUGH = 1e-3;
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vec2 poly(vec2 z, vec2[MAX_DEGREE + 1] coefs){
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@ -61,7 +63,7 @@ vec2 dpoly(vec2 z, vec2[MAX_DEGREE + 1] coefs){
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vec2 seek_root(vec2 z, vec2[MAX_DEGREE + 1] coefs, int max_steps, out float n_iters){
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float last_len;
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float curr_len;
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float threshold = 1e-3;
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float threshold = CLOSE_ENOUGH;
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for(int i = 0; i < max_steps; i++){
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last_len = curr_len;
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@ -85,6 +87,24 @@ void main() {
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vec4[MAX_DEGREE] colors = vec4[MAX_DEGREE](color0, color1, color2, color3, color4);
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vec2 z = xyz_coords.xy;
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if(is_parameter_space > 0){
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// In this case, pixel should correspond to one of the roots
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roots[2] = xyz_coords.xy;
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vec2 r0 = roots[0];
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vec2 r1 = roots[1];
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vec2 r2 = roots[2];
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// It is assumed that the polynomial is cubid...
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coefs[0] = -complex_mult(complex_mult(r0, r1), r2);
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coefs[1] = complex_mult(r0, r1) + complex_mult(r0, r2) + complex_mult(r1, r2);
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coefs[2] = -(r0 + r1 + r2);
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coefs[3] = vec2(1.0, 0.0);
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// Seed value is always center of the roots
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z = -coefs[2] / 3.0;
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}
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float n_iters;
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vec2 found_root = seek_root(z, coefs, int(n_steps), n_iters);
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@ -98,23 +118,14 @@ void main() {
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color = colors[i];
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}
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}
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color *= (1.0 + (color_mult - 1) * (n_iters - 5));
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color *= 1.0 + (0.01 * saturation_factor) * (n_iters - 5 * saturation_factor);
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if(black_for_cycles > 0.0 && min_dist > 1e-2){
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if(black_for_cycles > 0 && min_dist > CLOSE_ENOUGH){
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color = vec4(0.0, 0.0, 0.0, 1.0);
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}
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// if(julia_highlight > 0.0){
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// float factor = min_dist / distance(z, found_root);
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// factor *= pow(2.0, n_iters);
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// float t = smoothstep(0, 5, factor);
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// t *= 2.0;
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// // color = vec4(0.0) * (1 - t) * (1 - t) + 2 * color * (1 - t) * t + vec4(1.0) * t * t;
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// color *= t;
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// }
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if(julia_highlight > 0.0){
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float radius = julia_highlight; // TODO
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float radius = julia_highlight;
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vec2[4] samples = vec2[4](
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z + vec2(radius, 0.0),
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z + vec2(-radius, 0.0),
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@ -1,17 +0,0 @@
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#version 330
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#INSERT camera_uniform_declarations.glsl
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in vec3 point;
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out vec3 xyz_coords;
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uniform float scale_factor;
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uniform vec3 offset;
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#INSERT position_point_into_frame.glsl
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#INSERT get_gl_Position.glsl
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void main(){
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xyz_coords = (point - offset) / scale_factor;
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gl_Position = get_gl_Position(position_point_into_frame(point));
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}
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