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@ -25,7 +25,7 @@ float alpha = 1.0f; //0.0-1.0 |
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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 = -0.32487; |
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float center_y = 0.000001; |
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float center_y = 0.000002; |
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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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@ -174,11 +174,12 @@ void load_shader(){ |
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#endif |
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const string vert = " #version " + shaderVersion + R"( |
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precision highp float; |
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in vec4 position; |
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void main() |
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{ |
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gl_Position = vec4(position.xyz, 1.0); |
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gl_Position = vec4(position.x, position.y, position.z, 1.0); |
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})"; |
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const string frag = " #version " + shaderVersion + R"( |
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@ -192,11 +193,11 @@ void load_shader(){ |
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uniform float zoom; |
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uniform float center_x; |
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uniform float center_y; |
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int get_iterations() |
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{ |
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float pointr = ((gl_FragCoord.x / 1080.0f - 0.5f) * zoom + center_x) * 5.0f; |
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float pointi = ((gl_FragCoord.y / 1080.0f - 0.5f) * zoom + center_y) * 5.0f; |
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float pointr = (((gl_FragCoord.x / 1080.0f) - 0.5f) * zoom + center_x) * 5.0f; |
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float pointi = (((gl_FragCoord.y / 1080.0f) - 0.5f) * zoom + center_y) * 5.0f; |
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const float four = 4.0f; |
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int iterations = 0; |
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