no idea
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37
README.md
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37
README.md
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@@ -0,0 +1,37 @@
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# Wayland Shader Demo
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A lightweight, interactive shader playground built with **C++**, **Wayland**, and **OpenGL ES 2.0**.
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## Features
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### 🌌 Interactive Fractals
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* **Deep Zoom Mandelbrot**: Features an **Infinite Zoom** engine using Perturbation Theory (CPU computes 128-bit reference orbit, GPU renders delta). Zoom level up to $10^{34}$!
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* **Customizable**: Use the sidebar sliders to adjust the **Exponent** (create "Multibrots") and morph the set with **Julia** offsets ($C_{real}$, $C_{imag}$).
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* **Fractal Explorer**: Standard fractal shaders included.
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### 🧪 Physics & Simulations
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* **Fluid Dynamics**: Real-time interactive fluid simulation (mouse drag to swirl).
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* **Reaction Diffusion**: "Living" texture simulation (Gray-Scott model).
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* **Double Pendulum**: Chaotic physics visualization.
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### 🎨 Visuals
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* **Plasma & Tunnel**: Classic demoscene effects.
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* **Sidebar UI**: Custom immediate-mode GUI with embedded font rendering.
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## Controls
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* **Left Click**: Select shader from sidebar.
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* **Scroll**: Zoom (Mandelbrot).
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* **Drag (Left Click)**: Pan view / Interact with Fluid / Adjust Sliders.
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## Build & Run
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```bash
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make
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./shader-demo
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```
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## Dependencies
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* Wayland Client & EGL
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* GLESv2
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* libxkbcommon
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189
main.cpp
189
main.cpp
@@ -131,12 +131,77 @@ float m_c_imag = 0.0f;
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std::vector<Slider> mandel_sliders = {
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{"Exp", &m_exponent, 1.0f, 10.0f, false},
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{"Zr", &m_z_real, -1.0f, 1.0f, false},
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{"Zi", &m_z_imag, -1.0f, 1.0f, false},
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{"Cr", &m_c_real, -1.0f, 1.0f, false},
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{"Ci", &m_c_imag, -1.0f, 1.0f, false}
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// {"Zr", &m_z_real, -1.0f, 1.0f, false}, // Removing these to save space/simplify logic for Perturbation
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// {"Zi", &m_z_imag, -1.0f, 1.0f, false},
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{"Cr", &m_c_real, -0.1f, 0.1f, false}, // Detail C offset
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{"Ci", &m_c_imag, -0.1f, 0.1f, false}
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};
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// --- Deep Zoom (Perturbation) State ---
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// Using __float128 (Quad Precision) if available (GCC/Clang usually have it).
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// This gives ~34 decimal digits ($10^34$ zoom).
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// For true "Infinite", we'd need GMP or a custom BigFloat array class.
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// For this demo, __float128 is a massive upgrade over double ($10^15$) and is much faster/safer to implement here.
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typedef __float128 DeepFloat;
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DeepFloat center_r = -0.5;
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DeepFloat center_i = 0.0;
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DeepFloat zoom_deep = 1.0;
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// Reference Orbit Data (uploaded to texture)
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const int MAX_REF_ITER = 1024; // Texture width
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std::vector<float> ref_orbit_data(MAX_REF_ITER * 4); // RGBA per step
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GLuint ref_orbit_texture = 0;
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void calc_reference_orbit() {
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DeepFloat zr = 0.0;
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DeepFloat zi = 0.0;
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DeepFloat cr = center_r;
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DeepFloat ci = center_i;
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// Upload Z0
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ref_orbit_data[0] = (float)zr;
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ref_orbit_data[1] = (float)zi;
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ref_orbit_data[2] = 0.0f;
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ref_orbit_data[3] = 1.0f;
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for (int i = 1; i < MAX_REF_ITER; i++) {
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DeepFloat zr2 = zr * zr;
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DeepFloat zi2 = zi * zi;
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DeepFloat two_zr_zi = 2.0 * zr * zi;
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zr = zr2 - zi2 + cr;
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zi = two_zr_zi + ci;
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// Encoding for GPU (Safety against 0..1 clamping)
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// Range [-4, 4] -> [0, 1]
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float r_encoded = ((float)zr + 4.0f) / 8.0f;
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float i_encoded = ((float)zi + 4.0f) / 8.0f;
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ref_orbit_data[i * 4 + 0] = r_encoded;
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ref_orbit_data[i * 4 + 1] = i_encoded;
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ref_orbit_data[i * 4 + 2] = 0.0f;
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ref_orbit_data[i * 4 + 3] = 1.0f;
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if ((zr2 + zi2) > 4.0) {
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// Continue filling
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}
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}
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// Upload to Texture
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if (ref_orbit_texture == 0) {
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glGenTextures(1, &ref_orbit_texture);
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glBindTexture(GL_TEXTURE_2D, ref_orbit_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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glBindTexture(GL_TEXTURE_2D, ref_orbit_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, MAX_REF_ITER, 1, 0, GL_RGBA, GL_FLOAT, ref_orbit_data.data());
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}
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// Forward declarations
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void render_frame();
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GLuint load_shader_src(const char *source, GLenum type);
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@@ -339,16 +404,7 @@ float view_x = -0.5f;
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float view_y = 0.0f;
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bool is_dragging = false;
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static void pointer_handle_axis(void *data, struct wl_pointer *wl_pointer, uint32_t time, uint32_t axis, wl_fixed_t value) {
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if (cursor_x > SIDEBAR_WIDTH) { // Only zoom in main area
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double val = wl_fixed_to_double(value);
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if (val < 0) {
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zoom_level *= 1.1f;
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} else if (val > 0) {
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zoom_level /= 1.1f;
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}
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}
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}
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static void pointer_handle_motion(void *data, struct wl_pointer *wl_pointer, uint32_t time, wl_fixed_t sx, wl_fixed_t sy) {
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double old_x = cursor_x;
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@@ -358,27 +414,38 @@ static void pointer_handle_motion(void *data, struct wl_pointer *wl_pointer, uin
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// Slider Logic
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if (shaders[current_shader_index].name == "MANDEL") {
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for (auto& s : mandel_sliders) {
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for (auto& s : mandel_sliders) {
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if (s.is_dragging) {
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// Calculate new value based on X position relative to sidebar
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// Lets say slider width is SIDEBAR_WIDTH - 20
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float track_x = 10;
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float track_w = SIDEBAR_WIDTH - 20;
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float normalized = (float)(cursor_x - track_x) / track_w;
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if (normalized < 0.0f) normalized = 0.0f;
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if (normalized > 1.0f) normalized = 1.0f;
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*s.value_ptr = s.min_val + normalized * (s.max_val - s.min_val);
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return; // Consume input
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return;
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}
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}
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}
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if (is_dragging) {
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float dx = (cursor_x - old_x) / height;
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float dy = (cursor_y - old_y) / height;
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view_x -= dx / zoom_level * 2.0;
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view_y += dy / zoom_level * 2.0;
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if (shaders[current_shader_index].name == "MANDEL") {
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// Deep Pan
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double dx = (cursor_x - old_x) / height;
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double dy = (cursor_y - old_y) / height;
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// Adjust Center (Deep Float)
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// Zoom is zoom_deep
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DeepFloat scale = 1.0 / zoom_deep;
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center_r -= (DeepFloat)dx * scale * 2.0;
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center_i += (DeepFloat)dy * scale * 2.0;
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} else {
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// Normal Pan
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float dx = (cursor_x - old_x) / height;
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float dy = (cursor_y - old_y) / height;
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view_x -= dx / zoom_level * 2.0;
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view_y += dy / zoom_level * 2.0;
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}
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}
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}
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@@ -386,27 +453,23 @@ static void pointer_handle_button(void *data, struct wl_pointer *wl_pointer, uin
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if (button == 0x110) { // Left click
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if (state == WL_POINTER_BUTTON_STATE_PRESSED) {
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if (cursor_x < SIDEBAR_WIDTH) {
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// Check Sliders first if Mandelbrot
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bool hit_slider = false;
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// Check Sliders
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bool hit_slider = false;
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if (shaders[current_shader_index].name == "MANDEL") {
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// We need to know where they are drawn.
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// Let's assume they are drawn starting at y = 500 (bottom of sidebar?)
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// Or right after the buttons?
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// We have 7 buttons. 7 * 70 = 490px.
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float sy = 490 + 20;
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for (auto& s : mandel_sliders) {
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if (cursor_y >= sy && cursor_y < sy + 20) {
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s.is_dragging = true;
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hit_slider = true;
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}
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sy += 30; // 20 height + 10 margin
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sy += 30;
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}
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}
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if (!hit_slider) {
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int clicked_index = -1;
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for (size_t i = 0; i < shaders.size(); ++i) {
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int y_start = BUTTON_MARGIN + i * (BUTTON_HEIGHT + BUTTON_MARGIN);
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int y_start = BUTTON_MARGIN + i * (BUTTON_HEIGHT + BUTTON_MARGIN);
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int y_end = y_start + BUTTON_HEIGHT;
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if (cursor_y >= y_start && cursor_y <= y_end && cursor_x >= BUTTON_MARGIN && cursor_x <= SIDEBAR_WIDTH - BUTTON_MARGIN) {
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clicked_index = i;
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@@ -415,11 +478,13 @@ static void pointer_handle_button(void *data, struct wl_pointer *wl_pointer, uin
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}
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if (clicked_index != -1) {
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current_shader_index = clicked_index;
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// Reset slider drag states just in case
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for (auto& s : mandel_sliders) s.is_dragging = false;
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if (shaders[current_shader_index].name == "MANDEL") {
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// Keep zoom? Yes.
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// Reset Deep State
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center_r = -0.5;
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center_i = 0.0;
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zoom_deep = 1.0;
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}
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}
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}
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@@ -428,7 +493,27 @@ static void pointer_handle_button(void *data, struct wl_pointer *wl_pointer, uin
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}
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} else {
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is_dragging = false;
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for (auto& s : mandel_sliders) s.is_dragging = false; // Release sliders
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for (auto& s : mandel_sliders) s.is_dragging = false;
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}
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}
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}
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static void pointer_handle_axis(void *data, struct wl_pointer *wl_pointer, uint32_t time, uint32_t axis, wl_fixed_t value) {
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if (cursor_x > SIDEBAR_WIDTH) { // Only zoom in main area
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double val = wl_fixed_to_double(value);
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if (shaders[current_shader_index].name == "MANDEL") {
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// Deep Zoom
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if (val < 0) {
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zoom_deep *= 1.1;
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} else if (val > 0) {
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zoom_deep /= 1.1;
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}
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} else {
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if (val < 0) {
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zoom_level *= 1.1f;
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} else if (val > 0) {
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zoom_level /= 1.1f;
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}
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}
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}
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}
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@@ -602,7 +687,41 @@ void render_frame() {
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if (zoomLoc != -1) glUniform1f(zoomLoc, zoom_level);
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GLint centerLoc = glGetUniformLocation(active.program, "u_center");
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if (centerLoc != -1) glUniform2f(centerLoc, view_x, view_y);
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if (centerLoc != -1) {
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if (active.name == "MANDEL") {
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// Pass Deep Orbit Texture
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calc_reference_orbit();
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, ref_orbit_texture);
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GLint refLoc = glGetUniformLocation(active.program, "u_ref_orbit");
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if (refLoc != -1) glUniform1i(refLoc, 1); // Unit 1
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// Pass Zoom and Center?
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// We actually don't need Center if we are doing Delta?
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// We need Delta C for the pixel.
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// Wait, standard Delta approach:
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// dc = (uv) / zoom
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// z = 0 + 0 (if starting at 0)
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// But u_ref_orbit contains the center's orbit.
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// We still need to pass zoom.
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glUniform1f(zoomLoc, (float)zoom_deep);
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// Center is implicit 0,0 relative to reference?
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// No, we still want to visualize.
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// Actually, for Delta Shader:
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// C_pixel = C_ref + DeltaC
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// C_ref is used on CPU.
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// DeltaC = (FragCoord - CenterScreen) * PixelScale
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// So we assume u_center is 0,0 in the shader logic because we are tracking C_ref on CPU.
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glUniform2f(centerLoc, 0.0f, 0.0f);
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} else {
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glUniform2f(centerLoc, view_x, view_y);
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}
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}
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// Mandelbrot Params
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GLint expLoc = glGetUniformLocation(active.program, "u_exponent");
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BIN
shader-demo
BIN
shader-demo
Binary file not shown.
@@ -4,67 +4,71 @@ precision highp float;
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uniform float u_time;
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uniform vec2 u_resolution;
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uniform float u_zoom;
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uniform vec2 u_center;
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uniform vec2 u_center; // Unused if using perturbation?
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uniform sampler2D u_ref_orbit; // Stores Reference Z (Real=Luminance, Imag=Alpha)
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// Sliders
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uniform float u_exponent;
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uniform float u_exponent; // Perturbation usually assumes Z^2.
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uniform vec2 u_z_start;
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uniform vec2 u_c_offset;
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// Complex Math helpers
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vec2 complex_mul(vec2 a, vec2 b) {
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return vec2(a.x*b.x - a.y*b.y, a.x*b.y + a.y*b.x);
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}
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vec2 complex_sq(vec2 a) {
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return vec2(a.x*a.x - a.y*a.y, 2.0*a.x*a.y);
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}
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void main() {
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// Current pixel coordinate in 0..1
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vec2 st = gl_FragCoord.xy / u_resolution.xy;
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st.x *= u_resolution.x / u_resolution.y; // Aspect ratio correction
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// Current pixel coordinate relative to screen center
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vec2 p = (gl_FragCoord.xy - u_resolution.xy * 0.5) / u_resolution.y;
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// Center the coords:
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vec2 c_uv = (gl_FragCoord.xy - u_resolution.xy * 0.5) / u_resolution.y;
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// Delta C (Difference from Reference Point)
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vec2 dc = p / u_zoom;
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// Apply Zoom and Pan
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vec2 c = (c_uv / u_zoom) + u_center;
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// Apply C Offset from sliders (as Delta C)
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dc += u_c_offset;
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// Apply C Offset from sliders (allows Julia-like effects)
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c += u_c_offset;
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// Initial Z
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vec2 z = u_z_start;
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// Initial Delta Z
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vec2 dz = vec2(0.0);
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float iter = 0.0;
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float max_iter = 100.0 + log(u_zoom) * 20.0;
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float max_iter = 1000.0;
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for (float i = 0.0; i < 500.0; i++) {
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if (i > max_iter) break;
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for (float i = 0.0; i < 1000.0; i++) {
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// Fetch Reference Z from Texture
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vec4 ref = texture2D(u_ref_orbit, vec2((i + 0.5) / 1024.0, 0.5));
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// Generalized Z^n
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// Convert to Polar: r, theta
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float r = length(z);
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float theta = atan(z.y, z.x);
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// Decode Range [0, 1] -> [-4, 4]
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// Z = Val * 8 - 4
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// Use R and G channels (was R and A)
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vec2 Zn = vec2(ref.r * 8.0 - 4.0, ref.g * 8.0 - 4.0);
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// Z^n = r^n * (cos(n*theta) + i*sin(n*theta))
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float rn = pow(r, u_exponent);
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float nt = theta * u_exponent;
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// dz = 2*Zn*dz + dz^2 + dc
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vec2 two_Zn_dz = complex_mul(2.0 * Zn, dz);
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vec2 dz_sq = complex_sq(dz);
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float x = rn * cos(nt) + c.x;
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float y = rn * sin(nt) + c.y;
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dz = two_Zn_dz + dz_sq + dc; // Perturbation formula
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if ((x * x + y * y) > 4.0) {
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// Check Escape: |Zn + dz|^2 > 4
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vec2 current_z = Zn + dz;
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if (dot(current_z, current_z) > 4.0) {
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iter = i;
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break;
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}
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z.x = x;
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z.y = y;
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}
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// Coloring
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float t = iter / max_iter;
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if (iter == 0.0) {
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// Standard Black Interior
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if (iter >= 999.0) {
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gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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} else {
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// More colorful palette
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gl_FragColor = vec4(
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0.5 + 0.5 * cos(3.0 + t * 10.0 + u_time),
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0.5 + 0.5 * cos(3.0 + t * 10.0 + 2.0),
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0.5 + 0.5 * cos(3.0 + t * 10.0 + 4.0),
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1.0
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);
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// Original "Generic" Palette
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gl_FragColor = vec4(sqrt(t), t*t, sin(t * 3.14), 1.0);
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}
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}
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Reference in New Issue
Block a user