69 lines
2.2 KiB
Text
69 lines
2.2 KiB
Text
#version 450
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
|
|
#define WIDTH 1920
|
|
#define HEIGHT 1080
|
|
#define WORKGROUP_SIZE 32
|
|
layout (local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1 ) in;
|
|
|
|
layout (binding = 0, r8) uniform image2D resultImage;
|
|
layout (binding = 1, rg8) uniform image2D resultImage2;
|
|
layout (binding = 2) uniform UBO
|
|
{
|
|
float frameNum;
|
|
};
|
|
|
|
vec4 samplef(float x0, float y0)
|
|
{
|
|
float x = float(x0) / float(WIDTH);
|
|
float y = float(y0) / float(HEIGHT);
|
|
|
|
/*
|
|
What follows is code for rendering the mandelbrot set.
|
|
*/
|
|
vec2 uv = vec2(x,y);
|
|
float n = 0.0;
|
|
vec2 c = vec2(frameNum / 1000,0.1);//vec2(-.445, 0.0) + (uv - 0.5)*(2.0+ 1.7*0.2 ),
|
|
vec2 z = vec2(-.445, 0.0) + (uv - 0.5)*(2.0+ 1.7*0.2 );//,//vec2(0.0);
|
|
const int M =128;
|
|
for (int i = 0; i<M; i++)
|
|
{
|
|
z = vec2(z.x*z.x - z.y*z.y, 2.*z.x*z.y) + c;
|
|
if (dot(z, z) > 2) break;
|
|
n++;
|
|
}
|
|
|
|
// we use a simple cosine palette to determine color:
|
|
// http://iquilezles.org/www/articles/palettes/palettes.htm
|
|
float t = float(n) / float(M);
|
|
vec3 d = vec3(0.3, 0.3 ,0.5);
|
|
vec3 e = vec3(-0.2, -0.3 ,-0.5);
|
|
vec3 f = vec3(2.1, 2.0, 3.0);
|
|
vec3 g = vec3(0.0, 0.1, 0.0);
|
|
return vec4( d + e*cos( 6.28318*(f*t+g) ) ,1.0);
|
|
}
|
|
|
|
void main() {
|
|
|
|
/*
|
|
In order to fit the work into workgroups, some unnecessary threads are launched.
|
|
We terminate those threads here.
|
|
*/
|
|
if(gl_GlobalInvocationID.x >= WIDTH || gl_GlobalInvocationID.y >= HEIGHT)
|
|
return;
|
|
vec4 cl = vec4(0,0,0,0);
|
|
for(int i = 0; i < 2; i++)
|
|
for(int j = 0; j < 2; j++)
|
|
{
|
|
vec4 r = samplef(gl_GlobalInvocationID.x * 2 + i, gl_GlobalInvocationID.y * 2 + j);
|
|
float cy = r.r * 0.2126 + r.g * 0.7152 + r.b * 0.0722;
|
|
imageStore(resultImage, ivec2(gl_GlobalInvocationID.x * 2 + i, gl_GlobalInvocationID.y * 2 + j), vec4(cy,0,0,0));
|
|
// if(i == 0 && j == 0)
|
|
// cl = r;
|
|
cl += r;
|
|
}
|
|
cl = cl / 4;
|
|
vec2 cuv = vec2(0.5 + cl.r * -0.1146 + cl.g * -0.3854 + cl.b * 0.5, 0.5 + cl.r * 0.5 + cl.g * -0.4542 + cl.b * -0.0458);
|
|
// store the rendered mandelbrot set into a storage buffer:
|
|
imageStore(resultImage2, ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y), vec4(cuv,0,0));
|
|
}
|