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Juliasm
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const int max_iterations = 255; | |
vec2 complex_square( vec2 v ) { | |
return vec2( | |
v.x * v.x - v.y * v.y, | |
v.x * v.y * 2.0 | |
); | |
} | |
void main(void) | |
{ | |
vec2 uv = gl_FragCoord.xy - iResolution.xy * 0.5; | |
uv *= 2.5 / min( iResolution.x, iResolution.y ); | |
vec2 c = vec2(0.40,0.36)+0.06*vec2(cos(iGlobalTime)*0.8786534987354,sin(iGlobalTime*1.235254543));//vec2( -(0.37+cos(iGlobalTime*1.23462673423)*0.04), -(sin(iGlobalTime*1.43472384234)*0.10+0.50)); | |
vec2 v = uv; | |
float scale = 0.01; | |
float smoothcolor = exp(-length(v)); | |
for ( int i = 0 ; i < max_iterations; i++ ) { | |
v = c + complex_square( v ); | |
smoothcolor += exp(-length(v)); | |
if ( dot( v, v ) > 4.0 ) { | |
break; | |
} | |
} | |
/* | |
gl_FragColor = 0.4*(1.0+ | |
vec4( sin(smoothcolor*0.05+iGlobalTime*0.63), | |
sin(smoothcolor*0.04+iGlobalTime*0.32), | |
sin(smoothcolor*0.03+iGlobalTime*0.7),1.0)); | |
*/ | |
float r = 0.6+0.4*(sin(smoothcolor*0.1+iGlobalTime*0.63)); | |
float g = r * r; | |
float b = r * g; | |
gl_FragColor = vec4(r,g,b,0); | |
} |
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