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✎ Mandelbrot Zoom bearbeiten
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Vertex Shader
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attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); }
Fragment Shader
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precision mediump float; uniform float u_time; uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_zoom; vec2 csqr(vec2 z) { return vec2(z.x*z.x - z.y*z.y, 2.0*z.x*z.y); } void main() { vec2 uv = (gl_FragCoord.xy - 0.5*u_resolution.xy) / u_resolution.y; float zoom = (1.5 + 0.5*sin(u_time*0.2)) / u_zoom; vec2 c = uv * zoom + vec2(-0.5, 0.0) + (u_mouse / u_resolution - 0.5) * 0.5; vec2 z = vec2(0.0); float iter = 0.0; for (int i = 0; i < 80; i++) { z = csqr(z) + c; if (dot(z, z) > 4.0) break; iter++; } float col = iter / 80.0; gl_FragColor = vec4(vec3(16.0*col, 8.0*col*0.7, 4.0*col*0.4), 1.0); }
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