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@ -24,8 +24,8 @@ float alpha = 1.0f; //0.0-1.0 |
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//contrast boost
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int contrast_boost = 15; //0.0-255
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int max_iterations = 500; |
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float center_x = -0.12; |
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float center_y = 0.132; |
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float center_x = -0.1196; |
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float center_y = 0.1325; |
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float zoom = 1.0; |
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float zoom_add = 0.99; |
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long iterations = 0; |
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@ -247,6 +247,10 @@ void load_shader(){ |
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shader_program_hdl = init_shader(vert.c_str(), frag.c_str(), "fragColor"); |
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} |
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float easeInOutQuint(float x) { |
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return x < 0.5f ? 16.0f * x * x * x * x * x : 1.0f - std::pow(-2.0f * x + 2.0f, 5.0f) / 2.0f; |
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} |
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float easeInOutQubic(float x) { |
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return x < 0.5f ? 4.0f * x * x * x : 1.0f - std::pow(-2.0f * x + 2.0f, 3.0f) / 2.0f; |
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} |
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@ -285,7 +289,7 @@ void render_scene(const cv::Size& sz) { |
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glUniform1i(max_iterations_hdl, max_iterations); |
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glUniform1f(center_y_hdl, center_y); |
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glUniform1f(center_x_hdl, center_x); |
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glUniform1f(zoom_hdl, easeInOutSine(zoom+=zoom_add)); |
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glUniform1f(zoom_hdl, easeInOutQuint(zoom+=zoom_add)); |
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#ifndef __EMSCRIPTEN__ |
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glBindVertexArray(VAO); |
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