mirror of
https://github.com/3b1b/manim.git
synced 2025-09-01 00:48:45 +00:00
Add more fractals and decompose slightly
This commit is contained in:
parent
719c81d72b
commit
33fa76dfac
5 changed files with 116 additions and 31 deletions
15
manimlib/shaders/inserts/complex_functions.glsl
Normal file
15
manimlib/shaders/inserts/complex_functions.glsl
Normal 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;
|
||||
}
|
77
manimlib/shaders/mandelbrot_fractal/frag.glsl
Normal file
77
manimlib/shaders/mandelbrot_fractal/frag.glsl
Normal 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
|
||||
);
|
||||
}
|
17
manimlib/shaders/mandelbrot_fractal/vert.glsl
Normal file
17
manimlib/shaders/mandelbrot_fractal/vert.glsl
Normal 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));
|
||||
}
|
|
@ -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++){
|
||||
|
|
|
@ -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);
|
||||
|
|
Loading…
Add table
Reference in a new issue