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draw_julia.frag
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draw_julia.frag
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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
#include "lygia/color/palette/spectral.glsl"
#include "lygia/color/palette/fire.glsl"
#include "lygia/color/palette/hue.glsl"
#include "lygia/color/palette/water.glsl"
#include "lygia/sdf/juliaSDF.glsl"
void main() {
vec2 pixel = 1.0/u_resolution.xy;
vec2 st = gl_FragCoord.xy * pixel;
vec4 color = vec4(vec3(0.0), 1.0);
// Julia set values from the following sources:
// https://en.wikipedia.org/wiki/Julia_set
// The Beaty of Fractals, Peitgen & Richter, p193
// http://paulbourke.net/fractals/juliaset/
vec2 c = vec2(-0.8, 0.156);
// vec2 c = vec2(-0.4, 0.6);
// vec2 c = vec2(-0.70176, -0.3842);
//vec2 c = vec2(-0.835, -0.2321);
// vec2 c = vec2(0.0, -0.8);
// vec2 c = vec2(-.6995, .37999);
// vec2 c = vec2(-0.74543, .11301);
// vec2 c = vec2(0.285, 0.0);
// vec2 c = vec2(0.285, 0.01);
float n = juliaSDF( st, c, 1.5 );
// Some different coloring optins you can try
color.rgb = spectral_gems(cos( n*15.0 ));
// color.rgb = spectral_geoffrey(cos( n*15.0 ));
// color.rgb = spectral_zucconi(cos( n*15.0 ));
color.rgb = spectral_soft(cos( n*15.0 ));
// color.rgb = hue(cos( n*16.0 ), 0.7);
// color.rgb = fire(cos( n*15.0 ));
//color.rgb = water(cos( n*15.0 ));
gl_FragColor = color;
}