#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 float julia_highlight; uniform float color_mult; uniform float black_for_cycles; 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; vec2 poly(vec2 z, vec2[MAX_DEGREE + 1] coefs){ vec2 result = vec2(0.0); for(int n = 0; n < int(n_roots) + 1; n++){ result += complex_mult(coefs[n], complex_pow(z, n)); } return result; } vec2 dpoly(vec2 z, vec2[MAX_DEGREE + 1] coefs){ vec2 result = vec2(0.0); for(int n = 1; n < int(n_roots) + 1; n++){ result += n * complex_mult(coefs[n], complex_pow(z, n - 1)); } return result; } vec2 seek_root(vec2 z, vec2[MAX_DEGREE + 1] coefs, int max_steps, out float n_iters){ float last_len; float curr_len; float threshold = 1e-3; for(int i = 0; i < max_steps; i++){ last_len = curr_len; n_iters = float(i); vec2 step = complex_div(poly(z, coefs), dpoly(z, coefs)); curr_len = length(step); if(curr_len < threshold){ break; } z = z - step; } n_iters -= clamp((threshold - curr_len) / (last_len - curr_len), 0.0, 1.0); return z; } void main() { vec2[MAX_DEGREE + 1] coefs = vec2[MAX_DEGREE + 1](coef0, coef1, coef2, coef3, coef4, coef5); vec2[MAX_DEGREE] roots = vec2[MAX_DEGREE](root0, root1, root2, root3, root4); vec4[MAX_DEGREE] colors = vec4[MAX_DEGREE](color0, color1, color2, color3, color4); vec2 z = xyz_coords.xy; float n_iters; vec2 found_root = seek_root(z, coefs, int(n_steps), n_iters); vec4 color = vec4(0.0); float min_dist = 1e10; float dist; for(int i = 0; i < int(n_roots); i++){ dist = distance(roots[i], found_root); if(dist < min_dist){ min_dist = dist; color = colors[i]; } } 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); // float t = smoothstep(0, 5, factor); // t *= 2.0; // // color = vec4(0.0) * (1 - t) * (1 - t) + 2 * color * (1 - t) * t + vec4(1.0) * t * t; // color *= t; // } if(julia_highlight > 0.0){ float radius = julia_highlight; // TODO vec2[4] samples = vec2[4]( z + vec2(radius, 0.0), z + vec2(-radius, 0.0), z + vec2(0.0, radius), z + vec2(0.0, -radius) ); for(int i = 0; i < 4; i++){ for(int j = 0; j < n_steps; j++){ vec2 z = samples[i]; z = z - complex_div(poly(z, coefs), dpoly(z, coefs)); samples[i] = z; } } float max_dist = 0.0; for(int i = 0; i < 4; i++){ max_dist = max(max_dist, distance(samples[i], samples[(i + 1) % 4])); } color *= 1.0 * smoothstep(0, 0.1, max_dist); } frag_color = finalize_color( color, xyz_coords, vec3(0.0, 0.0, 1.0), light_source_position, gloss, shadow ); }