#ifdef GL_ES precision mediump float; #endif uniform vec2 resolution; uniform float time; struct Ray { vec3 o; vec3 d; }; // dueling mandelbulbs // @acaudwell // http://www.fractalforums.com/mandelbulb-implementation/realtime-renderingoptimisations/ float mandelbulb(in vec3 p, float power) { float dr = 1.0; float r = length(p); vec3 c = p; for(int i=0; i<2; i++) { float zo0 = asin(p.z / r); float zi0 = atan(p.y, p.x); float zr = pow(r, power-1.0); float zo = (zo0) * power; float zi = (zi0) * power; float czo=cos(zo); dr = zr * dr * power + 1.0; zr *= r; p = zr * vec3(czo*cos(zi), czo*sin(zi), sin(zo)); p += c; r = length(p); } return 0.5 * r * log(r) / r; } void main() { vec2 p = ((gl_FragCoord.xy / resolution.xy) * 2.0 - 1.0) * 2.5; float t = time; Ray ray1; ray1.o = vec3(0.0); ray1.d = normalize( vec3((p - 1.5*vec2(sin(t-2.0), cos(t+1.0))) * vec2(resolution.x/resolution.y, 1.0), 1.0 ) ); Ray ray2; ray2.o = vec3(0.0); ray2.d = normalize( vec3((p - 1.5*vec2(cos(-t),sin(t))) * vec2(resolution.x/resolution.y, 1.0), 1.0 ) ); ray1.d.xy = vec2( ray1.d.x * cos(t) - ray1.d.y * sin(t), ray1.d.x * sin(t) + ray1.d.y * cos(t)); ray2.d.xy = vec2( ray2.d.x *cos(t) - ray2.d.y * sin(t), ray2.d.x * sin(t) + ray2.d.y * cos(t)); float m1 = mandelbulb(ray1.o + ray1.d, abs(cos(t)*13.0)); float m2 = mandelbulb(ray2.o + ray2.d, abs(sin(t)*13.0)); float f = pow(max(m1,m2) , abs(m1-m2)); vec3 c = m1 > m2 ? vec3(0.0, 0.05, 0.2) : vec3(0.2, 0.05, 0.0); gl_FragColor = vec4(c*f, 1.0); }