shader-demo: tuning

pull/3471/head
kallaballa 2 years ago
parent 0163cfead2
commit f4a51ccf78
  1. 13
      src/shader/shader-demo.cpp

@ -25,7 +25,7 @@ float alpha = 1.0f; //0.0-1.0
int contrast_boost = 15; //0.0-255
int max_iterations = 500;
float center_x = -0.32487;
float center_y = 0.000001;
float center_y = 0.000002;
float zoom = 1.0;
float zoom_add = 0.99;
long iterations = 0;
@ -174,11 +174,12 @@ void load_shader(){
#endif
const string vert = " #version " + shaderVersion + R"(
precision highp float;
in vec4 position;
void main()
{
gl_Position = vec4(position.xyz, 1.0);
gl_Position = vec4(position.x, position.y, position.z, 1.0);
})";
const string frag = " #version " + shaderVersion + R"(
@ -192,11 +193,11 @@ void load_shader(){
uniform float zoom;
uniform float center_x;
uniform float center_y;
int get_iterations()
{
float pointr = ((gl_FragCoord.x / 1080.0f - 0.5f) * zoom + center_x) * 5.0f;
float pointi = ((gl_FragCoord.y / 1080.0f - 0.5f) * zoom + center_y) * 5.0f;
float pointr = (((gl_FragCoord.x / 1080.0f) - 0.5f) * zoom + center_x) * 5.0f;
float pointi = (((gl_FragCoord.y / 1080.0f) - 0.5f) * zoom + center_y) * 5.0f;
const float four = 4.0f;
int iterations = 0;

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