Opentk/Source/Examples/Data/Shaders/JuliaSet_SM2_FS.glsl

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#version 110
// www.OpenTK.net GLSL Julia Set (c) 2008 Christoph Brandtner
// uniforms from OpenGL
uniform sampler1D COLORTABLE;
uniform float CETX;
uniform float CETY;
uniform float SCALINGX;
uniform float SCALINGY;
uniform float OFFSETX;
uniform float OFFSETY;
// GLSL internal variables.
const int MAXIterations = 16; // must be greater than zero, 16 is a good blend between detail and speed
float XPos;
float YPos;
float XQuad;
float YQuad; // half precision floating point could be used on those 4 floats for speed, but will throw a warning.
int TableIndex;
int LoopCount;
// this function reduces duplicate code
void Iterate(void)
{
YPos = 2.0 * XPos * YPos + CETY;
XPos = XQuad - YQuad + CETX;
XQuad = pow(XPos, 2.0);
YQuad = pow(YPos, 2.0);
TableIndex++;
if ( (XQuad + YQuad) > 4.0 ) LoopCount = MAXIterations; // skip further iterations for this Pixel
LoopCount++;
}
// Shader entry point, this is executed per Pixel
void main(void)
{
XPos = gl_FragCoord.x / SCALINGX - OFFSETX;
YPos = gl_FragCoord.y / SCALINGY - OFFSETY;
XQuad = pow(XPos, 2.0);
YQuad = pow(YPos, 2.0);
TableIndex = -1;
LoopCount = 0;
// the loop is unrolled for SM 2.0 compatibility
if ( LoopCount <= MAXIterations ) Iterate(); // TableIndex==0
if ( LoopCount > 1 ) discard; // attempt to early-out, will affect ~1/3 of all Pixels
if ( LoopCount <= MAXIterations ) Iterate();
if ( LoopCount <= MAXIterations ) Iterate();
if ( LoopCount <= MAXIterations ) Iterate();
if ( LoopCount <= MAXIterations ) Iterate();
if ( LoopCount <= MAXIterations ) Iterate();
if ( LoopCount <= MAXIterations ) Iterate();
if ( LoopCount <= MAXIterations ) Iterate();
if ( LoopCount <= MAXIterations ) Iterate();
if ( LoopCount <= MAXIterations ) Iterate();
if ( LoopCount <= MAXIterations ) Iterate();
if ( LoopCount <= MAXIterations ) Iterate();
if ( LoopCount <= MAXIterations ) Iterate();
if ( LoopCount <= MAXIterations ) Iterate();
if ( LoopCount <= MAXIterations ) Iterate();
if ( LoopCount <= MAXIterations ) Iterate();
if ( LoopCount <= MAXIterations ) Iterate(); // TableIndex==16
float FinalTableIndex = float( TableIndex ) / float( MAXIterations );
gl_FragColor = texture1D( COLORTABLE, FinalTableIndex ); // lookup texture for output
// gl_FragColor.rgb = vec3(FinalTableIndex); // Debug: output greyscale
2008-04-13 16:52:15 +00:00
}