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authoreggmund <joshuacolclough2@googlemail.com>2019-05-15 17:55:19 +0100
committereggmund <joshuacolclough2@googlemail.com>2019-05-15 17:55:19 +0100
commita7c5e3cab70e00a287c561d06cef9fbb7b7e49ce (patch)
tree35be10d7e7d0ddfaa1ed079111b32b3b6783c959 /examples/shaders/resources
parent998b4180e1d3a9b6188699fd811c9b3abe537eac (diff)
downloadraylib-a7c5e3cab70e00a287c561d06cef9fbb7b7e49ce.tar.gz
raylib-a7c5e3cab70e00a287c561d06cef9fbb7b7e49ce.zip
Updating julia set example.
Now dividing by the zoom instead of multiplying (in the shader), so zoom works as expected. Also zoom increase/decrease is now scaled depending on the current zoom.
Diffstat (limited to 'examples/shaders/resources')
-rw-r--r--examples/shaders/resources/shaders/glsl330/julia_shader.fs12
1 files changed, 6 insertions, 6 deletions
diff --git a/examples/shaders/resources/shaders/glsl330/julia_shader.fs b/examples/shaders/resources/shaders/glsl330/julia_shader.fs
index b1331d84..8e6815a5 100644
--- a/examples/shaders/resources/shaders/glsl330/julia_shader.fs
+++ b/examples/shaders/resources/shaders/glsl330/julia_shader.fs
@@ -15,10 +15,10 @@ const int MAX_ITERATIONS = 255; // Max iterations to do.
// Square a complex number
vec2 complexSquare(vec2 z)
{
- return vec2(
- z.x * z.x - z.y * z.y,
- z.x * z.y * 2.0
- );
+ return vec2(
+ z.x * z.x - z.y * z.y,
+ z.x * z.y * 2.0
+ );
}
// Convert Hue Saturation Value color into RGB
@@ -33,8 +33,8 @@ vec3 hsv2rgb(vec3 c)
void main()
{
// The pixel coordinates scaled so they are on the mandelbrot scale.
- vec2 z = vec2(((gl_FragCoord.x + offset.x)/screenDims.x) * 2.5 * zoom,
- ((screenDims.y - gl_FragCoord.y + offset.y)/screenDims.y) * 1.5 * zoom); // y also flipped due to opengl
+ vec2 z = vec2((((gl_FragCoord.x + offset.x)/screenDims.x) * 2.5)/zoom,
+ (((screenDims.y - gl_FragCoord.y + offset.y)/screenDims.y) * 1.5)/zoom); // y also flipped due to opengl
int iterations = 0;
/*