Add more fractals and decompose slightly

This commit is contained in:
Grant Sanderson 2021-10-11 06:21:47 -07:00
parent 719c81d72b
commit 33fa76dfac
5 changed files with 116 additions and 31 deletions

View file

@ -0,0 +1,15 @@
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){
return complex_mult(z, vec2(w.x, -w.y)) / (w.x * w.x + w.y * w.y);
}
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;
}

View file

@ -0,0 +1,77 @@
#version 330
uniform vec3 light_source_position;
uniform float gloss;
uniform float shadow;
uniform float focal_distance;
uniform vec2 parameter;
uniform float opacity;
uniform float n_steps;
uniform float mandelbrot;
uniform vec3 color0;
uniform vec3 color1;
uniform vec3 color2;
uniform vec3 color3;
uniform vec3 color4;
uniform vec3 color5;
uniform vec3 color6;
uniform vec3 color7;
uniform vec3 color8;
uniform vec2 frame_shape;
in vec3 xyz_coords;
out vec4 frag_color;
#INSERT finalize_color.glsl
#INSERT complex_functions.glsl
const int MAX_DEGREE = 5;
void main() {
vec3 color_map[9] = vec3[9](
color0, color1, color2, color3,
color4, color5, color6, color7, color8
);
vec3 color;
vec2 z;
vec2 c;
if(bool(mandelbrot)){
c = xyz_coords.xy;
z = vec2(0.0, 0.0);
}else{
c = parameter;
z = xyz_coords.xy;
}
float outer_bound = 2.0;
bool stable = true;
for(int n = 0; n < int(n_steps); n++){
z = complex_mult(z, z) + c;
if(length(z) > outer_bound){
float float_n = float(n);
float_n += log(outer_bound) / log(length(z));
float_n += 0.5 * length(c);
color = float_to_color(sqrt(float_n), 1.5, 8.0, color_map);
stable = false;
break;
}
}
if(stable){
color = vec3(0.0, 0.0, 0.0);
}
frag_color = finalize_color(
vec4(color, opacity),
xyz_coords,
vec3(0.0, 0.0, 1.0),
light_source_position,
gloss,
shadow
);
}

View file

@ -0,0 +1,17 @@
#version 330
#INSERT camera_uniform_declarations.glsl
in vec3 point;
out vec3 xyz_coords;
uniform float scale_factor;
uniform vec3 offset;
#INSERT position_point_into_frame.glsl
#INSERT get_gl_Position.glsl
void main(){
xyz_coords = (point - offset) / scale_factor;
gl_Position = get_gl_Position(position_point_into_frame(point));
}

View file

@ -31,25 +31,10 @@ in vec3 xyz_coords;
out vec4 frag_color;
#INSERT finalize_color.glsl
#INSERT complex_functions.glsl
const int MAX_DEGREE = 3;
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){
return complex_mult(z, vec2(w.x, -w.y)) / (w.x * w.x + w.y * w.y);
}
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[MAX_DEGREE + 1] coefs){
vec2 result = vec2(0.0);
for(int n = 0; n < int(n_roots) + 1; n++){

View file

@ -28,6 +28,7 @@ uniform float n_roots;
uniform float n_steps;
uniform float julia_highlight;
uniform float color_mult;
uniform float black_for_cycles;
uniform vec2 frame_shape;
@ -36,24 +37,10 @@ in vec3 xyz_coords;
out vec4 frag_color;
#INSERT finalize_color.glsl
#INSERT complex_functions.glsl
const int MAX_DEGREE = 5;
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){
return complex_mult(z, vec2(w.x, -w.y)) / (w.x * w.x + w.y * w.y);
}
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[MAX_DEGREE + 1] coefs){
vec2 result = vec2(0.0);
@ -113,6 +100,10 @@ void main() {
}
color *= (1.0 + (color_mult - 1) * (n_iters - 5));
if(black_for_cycles > 0.0 && min_dist > 1e-2){
color = vec4(0.0, 0.0, 0.0, 1.0);
}
// if(julia_highlight > 0.0){
// float factor = min_dist / distance(z, found_root);
// factor *= pow(2.0, n_iters);