49 lines
1.1 KiB
GLSL
49 lines
1.1 KiB
GLSL
//! [1]
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#version 440
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 fragColor;
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//! [2]
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// uniform block: 84 bytes
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix; // offset 0
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float qt_Opacity; // offset 64
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float zoom; // offset 68
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vec2 center; // offset 72
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int limit; // offset 80
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} ubuf;
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//! [2]
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void main()
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{
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vec4 color1 = vec4(1.0, 0.85, 0.55, 1);
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vec4 color2 = vec4(0.226, 0.0, 0.615, 1);
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float aspect_ratio = -ubuf.qt_Matrix[0][0]/ubuf.qt_Matrix[1][1];
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vec2 z, c;
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c.x = (vTexCoord.x - 0.5) / ubuf.zoom + ubuf.center.x;
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c.y = aspect_ratio * (vTexCoord.y - 0.5) / ubuf.zoom + ubuf.center.y;
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int i;
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z = c;
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for (i = 0; i < ubuf.limit; i++) {
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float x = (z.x * z.x - z.y * z.y) + c.x;
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float y = (z.y * z.x + z.x * z.y) + c.y;
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if ((x * x + y * y) > 4.0) break;
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z.x = x;
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z.y = y;
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}
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if (i == ubuf.limit) {
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fragColor = vec4(0.0, 0.0, 0.0, 1.0);
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} else {
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float f = (i * 1.0) / ubuf.limit;
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fragColor = mix(color1, color2, sqrt(f));
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}
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}
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//! [1]
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