56 lines
No EOL
1.5 KiB
Text
56 lines
No EOL
1.5 KiB
Text
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#define WIDTH 3200
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#define HEIGHT 2400
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#define WORKGROUP_SIZE 32
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layout (local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1 ) in;
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struct Pixel{
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vec4 value;
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};
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layout(std140, binding = 0) buffer buf
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{
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Pixel imageData[];
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};
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void main() {
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/*
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In order to fit the work into workgroups, some unnecessary threads are launched.
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We terminate those threads here.
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*/
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if(gl_GlobalInvocationID.x >= WIDTH || gl_GlobalInvocationID.y >= HEIGHT)
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return;
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float x = float(gl_GlobalInvocationID.x) / float(WIDTH);
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float y = float(gl_GlobalInvocationID.y) / float(HEIGHT);
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/*
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What follows is code for rendering the mandelbrot set.
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*/
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vec2 uv = vec2(x,y);
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float n = 0.0;
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vec2 c = vec2(-.445, 0.0) + (uv - 0.5)*(2.0+ 1.7*0.2 ),
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z = vec2(0.0);
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const int M =128;
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for (int i = 0; i<M; i++)
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{
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z = vec2(z.x*z.x - z.y*z.y, 2.*z.x*z.y) + c;
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if (dot(z, z) > 2) break;
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n++;
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}
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// we use a simple cosine palette to determine color:
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// http://iquilezles.org/www/articles/palettes/palettes.htm
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float t = float(n) / float(M);
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vec3 d = vec3(0.3, 0.3 ,0.5);
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vec3 e = vec3(-0.2, -0.3 ,-0.5);
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vec3 f = vec3(2.1, 2.0, 3.0);
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vec3 g = vec3(0.0, 0.1, 0.0);
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vec4 color = vec4( d + e*cos( 6.28318*(f*t+g) ) ,1.0);
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// store the rendered mandelbrot set into a storage buffer:
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imageData[WIDTH * gl_GlobalInvocationID.y + gl_GlobalInvocationID.x].value = color;
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} |