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kaiju/Assets/Scenes/GFLPC_Mandelbrot/MandelBrotHybrid.shader
T
2022-05-06 13:33:26 +10:00

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Shader "Explorer/Mandelbrot"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
// first two numbers are center of area, second two - size of area
_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)
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
float4 _Area;
float _Angle;
float _Color;
float3 _Colors;
float _Repeat;
float _Speed;
int _MaxIter;
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 {
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
float r2 = r*r;
float vxsquare = 0;
float vysquare = 0;
float iteration = 0;
float lastIteration = _MaxIter;
do {
vxsquare = uv.x * uv.x;
vysquare = uv.y * uv.y;
uv = float2(vxsquare - vysquare, uv.x * uv.y * 2) + offset;
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);
// float dist = length(z); // distance from origin
// float fracIter = (dist - r) / (r2 - r); // linear interpolation
// fracIter = log2(log(dist) / log(r) ); // double exponential interpolation
// iter -= fracIter;
// float m = sqrt(iter / _MaxIter);
// float4 col = sin(float4(.3, .45, .65, 1) * m * 20)*.5 + .5; // procedural colors
// col = tex2D(_MainTex, float2(m * _Repeat + _Time.y*_Speed, _Color));
// col *= smoothstep(3, 0, fracIter);
// float angle = atan2(z.x, z.y);
// col *= 1 + sin(angle*2 + _Time.y*4)*.2;
// return col;
}
ENDCG
}
}
}