Created
September 24, 2012 15:36
-
-
Save xl1/3776570 to your computer and use it in GitHub Desktop.
2012-09-25 1st
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#julia { | |
width: 450px; | |
height: 450px; | |
-webkit-filter: custom( | |
url(normal.vs) url(julia.fs), | |
constant 0.75 -0.314 | |
); | |
-webkit-transition: -webkit-filter 6s; | |
} | |
#julia:hover { | |
-webkit-filter: custom( | |
url(normal.vs) url(julia.fs), | |
constant -0.818 0.777 | |
); | |
cursor: pointer; | |
} | |
#julia:active { | |
-webkit-filter: custom( | |
url(normal.vs) url(julia.fs), | |
constant 0.321 0.043 | |
); | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<div id="julia"></div> |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
precision mediump float; | |
uniform vec2 constant; | |
varying vec2 v_texCoord; | |
vec2 mult(vec2 v, vec2 w){ | |
vec2 res; | |
res.x = v.x * w.x - v.y * w.y; | |
res.y = v.x * w.y + v.y * w.x; | |
return res; | |
} | |
void main(){ | |
vec2 a = constant; | |
vec2 z = 2.5 * (v_texCoord - vec2(0.5)); | |
vec2 tmp; | |
float counter = 0.0; | |
for(int i = 0; i < 100; i++){ | |
if(length(z) > 2.0) break; | |
z = mult(z, z) + a; | |
counter += 0.2; | |
} | |
gl_FragColor = vec4( | |
0.5 * (cos(counter) + 1.0), | |
0.5 * (sin(counter) + 1.0), | |
log(counter + 1.0) / log(200.0), | |
1.0 | |
); | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
precision mediump float; | |
attribute vec4 a_position; | |
attribute vec2 a_texCoord; | |
uniform mat4 u_projectionMatrix; | |
varying vec2 v_texCoord; | |
void main(){ | |
v_texCoord = a_texCoord; | |
gl_Position = u_projectionMatrix * a_position; | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment