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// This shader creates a clock from three fractals: | |
// Two hands are rendered with `seconds` and `minutes` functions, | |
// While the border is rendered as a `border()`. | |
// The max of three colors gives the final picture | |
vec4 border(vec2 p) { | |
vec2 z = vec2(0.); float t = 0.; | |
vec2 c = c_mul(p, p); c = c_mul(c, c); c = c_mul(c,c); | |
for(int i = 0; i < 32; ++i) { if (length(z) > 2.) break; | |
vec2 z0 = z; | |
z = c_mul(z, z); z = c_mul(z,z);z = c_mul(z,z);z = c_mul(z,z0); z += c; | |
t = float(i); | |
} | |
return length(z)*vec4(t/64., t/32., t/24., 1.0); | |
} | |
vec4 seconds(vec2 p) { | |
float t = 0.; vec2 z = vec2(0.); | |
p = vec2(p.y, -p.x) * 450.; | |
float a = 2. * 3.14 * bease(mod(iFrame, 60.)/60.); | |
vec2 c = vec2(p.x * cos(a) - p.y*sin(a), p.y*cos(a) + p.x * sin(a)); | |
for(int i = 0; i < 23; ++i) { | |
if (length(z) > 2.) break; | |
z = c_mul(z, c_exp(z)) + c_inv(c); | |
t = float(i); | |
} | |
return length(c_tan(z)) * vec4(t * vec3(1./64., 1./32., 1./16.), 1.0); | |
} | |
vec4 minutes(vec2 p) { | |
float t = 0.; vec2 z = vec2(0.); p = vec2(p.y,-p.x)*450.; | |
float a = 2.* 3.14 * mod(iFrame, 3600.)/3600.; | |
vec2 c = vec2(p.x * cos(a) - p.y*sin(a), p.y*cos(a) + p.x * sin(a)); | |
for(int i = 0; i < 32; ++i) { | |
if (length(z) > 2.) break; | |
z = c_mul(z, c_exp(z)) + c_inv(c); | |
t = float(i); | |
} | |
return length(c_tan(z)) * vec4(t * vec3(1./23., 1./42., 1./50.), 1.0); | |
} | |
vec4 get_color(vec2 p) { | |
return max( | |
max(seconds(p), border(p)), | |
minutes(p)); | |
} |
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