在这篇文章基础上进行改进片段着色器代码,效果一样。
https://blog.csdn.net/qq_39574690/article/details/116278915
// Julia set renderer
// Fragment Shader
// Graham Sellers
// OpenGL SuperBible
#version 150
precision highp float;
out vec4 color;
in vec2 initial_z;
uniform sampler1D tex_gradient;
uniform vec2 C;
void main(void)
{
vec2 Z = initial_z;
int iterations = 0;
const float threshold_squared = 16.0;
const int max_iterations = 1000;
while (iterations < max_iterations && dot(Z, Z) < threshold_squared) {
vec2 Z_squared;
Z_squared.x = Z.x * Z.x - Z.y * Z.y;
Z_squared.y = 2.0 * Z.x * Z.y;
Z = Z_squared + C;
iterations++;
}
if (iterations == max_iterations)
discard;
//if (iterations == max_iterations)
// color = vec4(0.0, 0.0, 0.0, 1.0);
//else
color = texture(tex_gradient, float(iterations) / float(max_iterations));
}