#version 100 precision highp float; uniform vec2 resolution; uniform vec2 location; uniform float zoom; uniform int max; vec2 compsquare(vec2 z) { float temp = z.x; z.x = z.x * z.x - z.y * z.y; z.y = 2.0 * temp * z.y; return z; } vec3 hsv2rgb(vec3 hue){ vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0); vec3 p = abs(fract(hue.xxx + K.xyz) * 6.0 - K.www); return hue.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), hue.y); } vec3 mandelbort(vec2 point){ vec2 z = vec2(0.0); float iters = 0.0; for (iters = 0.0; iters < float(max); ++iters) { z = compsquare(z) + point; if(dot(z, z) > 4.0) break; } float hue = iters / float(max); if(hue > 0.98) return vec3(0.0); return hsv2rgb(vec3(hue, 1.0, 1.0)); } void main() { vec2 uv = gl_FragCoord.xy / resolution; uv.x *= resolution.x / resolution.y; uv -= vec2(0.7, 0.5); uv *= zoom; uv -= location; gl_FragColor = vec4(mandelbort(uv), 1.0); }