#version 450 #extension GL_ARB_separate_shader_objects : enable #define WIDTH 3200 #define HEIGHT 2400 #define WORKGROUP_SIZE 32 layout (local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1 ) in; layout ( binding = 0, rgba8 ) uniform writeonly image2D buf; 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; float x = float(gl_GlobalInvocationID.x) / float(WIDTH); float y = float(gl_GlobalInvocationID.y) / float(HEIGHT); /* What follows is code for rendering the mandelbrot set. */ vec2 uv = vec2(x,y); float n = 0.0; vec2 c = vec2(-.445, 0.0) + (uv - 0.5)*(2.0+ 1.7*0.2 ), z = vec2(0.0); const int M =128; for (int i = 0; i 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); vec4 color = vec4( d + e*cos( 6.28318*(f*t+g) ) ,1.0); imageStore(buf, ivec2(gl_GlobalInvocationID.xy), color); } /* uniform float windowHeight; uniform vec2 gradientStartPos; uniform vec2 gradientEndPos; uniform int numStops; uniform vec4 colors[16]; uniform float stops[16]; void main() { float alpha = atan( -gradientEndPos.y + gradientStartPos.y, gradientEndPos.x - gradientStartPos.x ); float gradientStartPosRotatedX = gradientStartPos.x*cos(alpha) - gradientStartPos.y*sin(alpha); float gradientEndPosRotatedX = gradientEndPos.x*cos(alpha) - gradientEndPos.y*sin(alpha); float d = gradientEndPosRotatedX - gradientStartPosRotatedX; float y = windowHeight - gl_FragCoord.y; float x = gl_FragCoord.x; float xLocRotated = x*cos( alpha ) - y*sin( alpha ); gl_FragColor = mix(colors[0], colors[1], smoothstep( gradientStartPosRotatedX + stops[0]*d, gradientStartPosRotatedX + stops[1]*d, xLocRotated ) ); for ( int i=1; i