Reorganize files and add Mandelbrot shader
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10 changed files with 62 additions and 2 deletions
60
shaders/mandelbrot.frag
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60
shaders/mandelbrot.frag
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#version 330 core
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out vec4 fragColor;
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uniform float u_time;
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uniform uint u_frame;
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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// Source: https://github.com/kbinani/colormap-shaders/blob/master/shaders/glsl/MATLAB_jet.frag
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float colormap_red(float x) {
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if (x < 0.7) {
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return 4.0 * x - 1.5;
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} else {
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return -4.0 * x + 4.5;
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}
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}
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float colormap_green(float x) {
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if (x < 0.5) {
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return 4.0 * x - 0.5;
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} else {
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return -4.0 * x + 3.5;
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}
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}
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float colormap_blue(float x) {
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if (x < 0.3) {
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return 4.0 * x + 0.5;
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} else {
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return -4.0 * x + 2.5;
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}
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}
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vec4 colormap(float x) {
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float r = clamp(colormap_red(x), 0.0, 1.0);
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float g = clamp(colormap_green(x), 0.0, 1.0);
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float b = clamp(colormap_blue(x), 0.0, 1.0);
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return vec4(r, g, b, 1.0);
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}
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// Mandelbrot
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vec2 f(vec2 z) {
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vec2 c = gl_FragCoord.xy / u_resolution.xy * 2.6 - vec2(2.0, 1.3);
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return vec2(z.x * z.x - z.y * z.y, 2 * z.x * z.y) + c;
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}
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void main() {
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vec2 z = vec2(0.0);
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int i = 0;
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while (length(z) <= 4 && i < 1000) {
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z = f(z);
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i++;
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}
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if (i == 1000) {
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fragColor = vec4(vec3(0.0), 1.0);
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} else {
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fragColor = colormap(smoothstep(0.0, 23.0, i));
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}
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}
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86
shaders/simplexnoise.frag
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shaders/simplexnoise.frag
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#version 330 core
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out vec4 fragColor;
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uniform float u_time;
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uniform uint u_frame;
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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// Some useful functions
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vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec3 permute(vec3 x) { return mod289(((x * 34.0) + 1.0) * x); }
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//
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// Description : GLSL 2D simplex noise function
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// Author : Ian McEwan, Ashima Arts
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// Maintainer : ijm
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// Lastmod : 20110822 (ijm)
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// License :
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// Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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float snoise(vec2 v) {
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// Precompute values for skewed triangular grid
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const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
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0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
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-0.577350269189626, // -1.0 + 2.0 * C.x
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0.024390243902439); // 1.0 / 41.0
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// First corner (x0)
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vec2 i = floor(v + dot(v, C.yy));
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vec2 x0 = v - i + dot(i, C.xx);
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// Other two corners (x1, x2)
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vec2 i1 = vec2(0.0);
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i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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vec2 x1 = x0.xy + C.xx - i1;
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vec2 x2 = x0.xy + C.zz;
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// Do some permutations to avoid
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// truncation effects in permutation
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i = mod289(i);
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vec3 p =
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permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
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vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0);
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m = m * m;
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m = m * m;
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// Gradients:
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// 41 pts uniformly over a line, mapped onto a diamond
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// The ring size 17*17 = 289 is close to a multiple
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// of 41 (41*7 = 287)
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vec3 x = 2.0 * fract(p * C.www) - 1.0;
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vec3 h = abs(x) - 0.5;
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vec3 ox = floor(x + 0.5);
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vec3 a0 = x - ox;
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// Normalise gradients implicitly by scaling m
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// Approximation of: m *= inversesqrt(a0*a0 + h*h);
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m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
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// Compute final noise value at P
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vec3 g = vec3(0.0);
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * vec2(x1.x, x2.x) + h.yz * vec2(x1.y, x2.y);
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return 130.0 * dot(m, g);
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}
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void main() {
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vec2 st = gl_FragCoord.xy / u_resolution.xy;
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st.x *= u_resolution.x / u_resolution.y;
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vec3 color = vec3(0.0);
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// Scale the space in order to see the function
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st *= 10.0;
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color = vec3(snoise(st) * .5 + .5);
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fragColor = vec4(color, 1.0);
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}
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