| #ifndef SHADER |
| float dot2(vec2 a, vec2 b) { return a.x*b.x + a.y*b.y; } |
| #endif |
|
|
| #define ITER 12 |
| #define ESCAPE 4. |
| #ifndef float_lshift |
| #define float_lshift float_shift |
| #endif |
|
|
| float mandelbrot(vec2 c) |
| { |
| bool b = true; |
| uint16_t n = 2; |
| #if 0 |
| vec2 z = vec2(0.); |
| for(uint16_t i=0; i<ITER; i++) |
| { |
| b = b && dot2(z,z) <= ESCAPE*ESCAPE; |
| n += uint16_t(b); |
| if(b) |
| z = vec2( z.x*z.x - z.y*z.y, float_lshift(z.x*z.y, 1)) + c; |
| } |
| float sl = float(n) - log2(log2(dot2(z,z))); |
| #else |
|
|
| |
| #define mandel_shift 10 |
| #define mandel_mul float(1 << mandel_shift) |
| #define norm_max (16 << mandel_shift) |
| int32_t Cr = int32_t(c.x*mandel_mul); |
| int32_t Ci = int32_t(c.y*mandel_mul); |
|
|
| int32_t Zr = Cr; |
| int32_t Zi = Ci; |
| int32_t Zrr; |
| int32_t Zii; |
| int32_t Zri; |
| for(uint16_t i=0; i<ITER; i++) |
| { |
| Zrr = (Zr * Zr) >> mandel_shift; |
| Zii = (Zi * Zi) >> mandel_shift; |
| b = b && Zrr + Zii <= norm_max; |
| n += uint16_t(b); |
| if(b) |
| { |
| Zri = (Zr * Zi) >> (mandel_shift - 1); |
| Zr = Cr + Zrr - Zii; |
| Zi = Ci + Zri; |
| } |
| } |
| float sl = float(n) - log2(log2(float(Zrr+Zii))-float(mandel_shift)); |
| #endif |
| return b ? 0.: sl/float(ITER); |
| } |
|
|
| color render_pixel_internal(screen_coord_t x, screen_coord_t y) |
| { |
| vec2 v = vec2(x, y); |
| return vec3(mandelbrot(v*4.)); |
| } |
|
|
| struct scene_t { uint32_t frame; }; |
| struct full_state_t { scene_t scene; }; |
|
|