theme mandelbrot

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ntr committed 2022-05-06 16:53:30 +10:00
1 parent 9fea0bdab6
commit 986d37148a
5 files changed
+172 -43

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@@ -7,10 +7,15 @@ Shader "Explorer/Mandelbrot"
_Area("Area", vector) = (0, 0, 4 ,4)
_Angle("Angle", range(-3.1415, 3.1415)) = 0
_MaxIter("Max Iterations", range(0, 555)) = 255
_Color("Color", range(0,1)) = 0.5
_Repeat("Repeat", float) = 1
_Speed("Speed", range(0, 1)) = 0.1
_Colors("Colors", vector) = (3.0, 4.0, 5.0, 0.0)
_EscapeRadius("EscapeRadius", range(2, 2000)) = 255
_SpectrumTexture("SpectrumTexture", 2D) = "white" {}
_SpectrumSize("SpectrumSize", float) = 16
_ThemeTexture("ThemeTexture", 2D) = "white" {}
_ThemeSize("ThemeSize", float) = 16
}
SubShader
{
@@ -46,54 +51,68 @@ Shader "Explorer/Mandelbrot"
}
float4 _Area;
float _Angle;
float _Color;
float3 _Colors;
float _Repeat;
float _Speed;
int _MaxIter;
float _EscapeRadius;
float _Speed;
sampler2D _SpectrumTexture;
int _SpectrumSize;
sampler2D _ThemeTexture;
int _ThemeSize;
sampler2D _MainTex;
float2 rot(float2 p, float2 pivot, float a) {
float s = sin(a);
float c = cos(a);
p -= pivot;
p = float2(p.x*c-p.y*s, p.x*s+p.y*c);
p += pivot;
return p;
}
fixed4 frag (v2f i) : SV_Target {
// drawing stuff
float2 uv = i.uv - 0.5;
float2 offset = _Area.xy + uv * _Area.zw;
float2 z; // track pixel jumping across screen
float2 zPrev;
float r = 20; // escape radius
// cool modulation
float sub = tex2D(_SpectrumTexture, 0.0);
float bass = tex2D(_SpectrumTexture, 0.25);
float mids = tex2D(_SpectrumTexture, 0.50);
float highs = tex2D(_SpectrumTexture, 0.75);
float r = lerp(2.0, 200, bass);
float maxIterations = lerp(2.0, 500, sub);
// fractal bits
float r2 = r*r;
float2 c = _Area.xy + uv * _Area.zw;
float2 z = 0;
float2 zNext;
int iter;
for (iter = 0; iter < maxIterations; iter ++)
{
// f(z) = z^2 + c
zNext.x = z.x * z.x - z.y * z.y + c.x;
zNext.y = 2 * z.x * z.y + c.y;
z = zNext;
float vxsquare = 0;
float vysquare = 0;
// unbounded
if (length(zNext) > r)
break;
}
float iteration = 0;
float lastIteration = _MaxIter;
// in the set
// make it white
if (iter >= maxIterations) {
return 0;
return 1;
}
do {
vxsquare = uv.x * uv.x;
vysquare = uv.y * uv.y;
float val = iter / float(maxIterations);
float4 col = tex2D(_ThemeTexture, float2(sub, 1.0));
uv = float2(vxsquare - vysquare, uv.x * uv.y * 2) + offset;
return col * val;
iteration++;
if ((lastIteration == _MaxIter) && (vxsquare + vysquare) > 4.0) {
lastIteration = iteration + 1;
}
} while (iteration < lastIteration);
float val = (float(iteration) - (log(log(sqrt(vxsquare + vysquare))) / log(2.0))) / float(_MaxIter);
return float4(sin(val * _Colors.x), sin(val * _Colors.y), sin(val * _Colors.z), 1);
// return float4(val, val, val, 1.0);
// return tex2D(_ThemeTexture, highs);
// float col = tex2D(_ThemeTexture, float2(highs * val, 1.0));
// return col;
// from spinny curvy brot
// float dist = length(z); // distance from origin
// float fracIter = (dist - r) / (r2 - r); // linear interpolation
// fracIter = log2(log(dist) / log(r) ); // double exponential interpolation