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vec3 pallete( float t ) | |
{ | |
vec3 a = vec3(0.500, 0.500, 0.500); | |
vec3 b = vec3(0.500, 0.500, 0.500); | |
vec3 c = vec3(1.000, 1.000, 1.000); | |
vec3 d = vec3(0.000, 0.333, 0.667); | |
return a + b*cos(6.28318*(c*t+d)); | |
} | |
void mainImage( out vec4 fragColor, in vec2 fragCoord ) | |
{ | |
vec2 uv = fragCoord.xy / iResolution.xy * 2.0 - 1.0; | |
uv.x *= iResolution.x / iResolution.y; | |
vec2 uv0 = uv; | |
vec3 fc = vec3(0.0); | |
float d = length(uv); | |
for (float i = 0.0; i < 3.0; i++){ | |
uv = fract(uv*2.0) - 0.5; | |
float d = length(uv)*exp(-length(uv0)); | |
vec3 c = pallete(length(uv0) + i*.4 + iTime*.4); | |
d = sin(d*8.+ iTime)/8.; | |
d = abs(d); | |
d = smoothstep(0.0, 0.1, d); | |
d = 0.2/d; | |
fc += c*d; | |
} | |
fragColor = vec4(fc, 1.0); | |
} | |
void Mandelbrot( out vec4 fragColor, in vec2 fragCoord ) | |
{ | |
vec2 uv = fragCoord.xy / iResolution.xy; | |
vec2 c = uv * 4.0 - vec2(2.5, 2.0); | |
vec2 z = vec2(0.0, 0.0); | |
float i; | |
for(i = 0.0; i < 100.0; i++) | |
{ | |
z = vec2(z.x*z.x - z.y*z.y, 2.0*z.x*z.y) + c; | |
if(dot(z, z) > 4.0) break; | |
} | |
vec3 color = vec3(0.0); | |
if(i < 100.0) | |
{ | |
color = 0.5 + 0.5*cos(3.0 + i*0.15 + vec3(0.0, 0.6, 1.0)); | |
} | |
fragColor = vec4(color, 1.0); | |
} |
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