#version 330 /************************************************************************************* The Sieve of Eratosthenes -- a simple shader by ProfJski An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes The screen is divided into a square grid of boxes, each representing an integer value. Each integer is tested to see if it is a prime number. Primes are colored white. Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer. You can change the scale variable to make a larger or smaller grid. Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers. WARNING: If you make scale too large, your GPU may bog down! ***************************************************************************************/ // Input vertex attributes (from vertex shader) in vec2 fragTexCoord; in vec4 fragColor; // Output fragment color out vec4 finalColor; // Make a nice spectrum of colors based on counter and maxSize vec4 Colorizer(float counter, float maxSize) { float red = 0.0, green = 0.0, blue = 0.0; float normsize = counter/maxSize; red = smoothstep(0.3, 0.7, normsize); green = sin(3.14159*normsize); blue = 1.0 - smoothstep(0.0, 0.4, normsize); return vec4(0.8*red, 0.8*green, 0.8*blue, 1.0); } void main() { vec4 color = vec4(1.0); float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid. int value = int(scale*floor(fragTexCoord.y*scale)+floor(fragTexCoord.x*scale)); // Group pixels into boxes representing integer values if ((value == 0) || (value == 1) || (value == 2)) finalColor = vec4(1.0); else { for (int i = 2; (i < max(2, sqrt(value) + 1)); i++) { if ((value - i*floor(float(value)/float(i))) == 0) { color = Colorizer(float(i), scale); //break; // Uncomment to color by the largest factor instead } } finalColor = color; } }