Watch
2
0
Fork
You've already forked raylib-cs
0
raylib-cs/Examples/resources/shaders/glsl120/mandelbrot_set.fs
Dennis Steffen 21d83c60a9
Upgrade Raylib to 6.0 (#337)
* Updated target to Raylib 6 + synced invoke called with the changes in C. [WARNING: Breaking changes!]

* Added severial examples. Corrected towards the correct return type and add utilities to prevent working with pointers

* Additional resources from the Raylib repo.

* Fixed additional pinvokes to match with the new raylib bindings. [Warning breaking changes!]

* Fixing the QOL utils

* Fixing the Mesh struct

* Applying changes after review. Merged resources.LICENSE + raylib-cs.Native.csproj only targets dotnet8

* Updated README to reflect .NET 10 and Raylib 6 compatibility changes.

* Updated shader colors, adjusted car model scale, disabled HDR in SkyboxDemo, and fixed camera mode assignment. Removed unused `Capacity` field in FilePathList struct.

* Improved XML comments for consistency, fixed spacing and formatting across examples, added new resources to `resources.LICENSE`.

* Updated XML comment for `GetDirectoryFileCountEx` to clarify behavior and filtering options.

* Updated and clarified XML comments for methods and parameters, improved naming consistency, and refined shader-related functions. Renamed enums in `Shader.cs` for so it is inline with the upstream.

* Improved XML comments for clarity and consistency in `Model.cs` and `Mesh.cs`, updated method and variable names for better readability, and adjusted logic in span creation methods.

* Corrected XML comment capitalization in `Model.cs`.

---------

Co-authored-by: Meatcorps <info@meatcorps.nl>
2026-05-24 07:21:12 +01:00

59 lines
2 KiB
GLSL

#version 120
#define PI 3.1415926535897932384626433832795
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
uniform vec2 offset; // Offset of the scale
uniform float zoom; // Zoom of the scale
// NOTE: Maximum number of shader for-loop iterations depend on GPU,
// For example, on RasperryPi for this examply only supports up to 60
uniform int maxIterations; // Max iterations per pixel
const float max = 4.0; // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity
const float max2 = max*max; // Square of max to avoid computing square root
void main()
{
// The pixel coordinates are scaled so they are on the mandelbrot scale
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
vec2 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
c.x += offset.x;
c.y += offset.y;
float a = 0.0;
float b = 0.0;
// The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
int iter = 0;
while (iter < maxIterations)
{
float aa = a*a;
float bb = b*b;
if (aa + bb > max2)
break;
float twoab = 2.0*a*b;
a = aa - bb + c.x;
b = twoab + c.y;
iter++;
}
if (iter >= maxIterations)
{
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
else
{
float normR = float(iter - (iter/55)*55)/55.0;
float normG = float(iter - (iter/69)*69)/69.0;
float normB = float(iter - (iter/40)*40)/40.0;
gl_FragColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0);
}
}