Created
August 28, 2011 12:06
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require 'ray' | |
ImageWidth = 640 | |
ImageHeight = 480 | |
image = Ray::Image.new [ImageWidth, ImageHeight] | |
Ray::ImageTarget.new image do |target| | |
target.shader.compile(:frag => StringIO.new(<<eof)) | |
#version 130 | |
uniform sampler2D in_Texture; | |
const int max_it = 50; | |
const float width = #{ImageWidth.to_f}; | |
const float height = #{ImageHeight.to_f}; | |
in vec4 var_Color; | |
out vec4 out_FragColor; | |
vec2 mandelbrot_pos() { | |
return vec2(((gl_FragCoord.x) / width) * 2.7 - 2.1, | |
((gl_FragCoord.y) / height) * 2.4 - 1.2); | |
} | |
vec2 complex_square(vec2 complex) { | |
return vec2(complex.x * complex.x - complex.y * complex.y, | |
complex.x * complex.y + complex.x * complex.y); | |
} | |
vec4 inverse(vec4 color) { | |
return vec4(vec3(1,1,1) - color.rgb, 1.0); | |
} | |
void main() { | |
vec2 c = mandelbrot_pos(); | |
vec2 z = vec2(0, 0); | |
int i = 0; | |
for (i = 0; i < max_it; i++) { | |
z = complex_square(z) + c; | |
if (dot(z, z) > 4.0) break; | |
} | |
out_FragColor = i == max_it ? var_Color : inverse(var_Color); | |
} | |
eof | |
target.draw Ray::Polygon.rectangle([0, 0, ImageWidth, ImageHeight], | |
Ray::Color.black) | |
target.update | |
end | |
Ray.game "Mandelbrot", :size => image.size do | |
register { add_hook :quit, method(:exit!) } | |
scene :mandelbrot do | |
@sprite = sprite(image) | |
render do |win| | |
win.draw @sprite | |
end | |
end | |
scenes << :mandelbrot | |
end |
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