<!DOCTYPE html> <html lang="en-us"> <head> <meta charset="utf-8"> <meta name="robots" content="noindex"> <meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover"> <title>Mandelbrot Iterations</title> <style> html, body, canvas { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } </style> </head> <body> <canvas id="canvas"></canvas> <!-- © Adam Murray 2025 https://adammurray.link/ Creative Commons License Attribution-NonCommercial-ShareAlike 4.0 International https://creativecommons.org/licenses/by-nc-sa/4.0/ --> <script id="vertexShader" type="x-shader/x-vertex"> #version 300 es in vec4 vertexPosition; void main() { // no-op vertex shader gl_Position = vertexPosition; } </script> <script id="fragmentShader" type="x-shader/x-fragment"> #version 300 es precision highp float; uniform vec2 canvasSize; uniform float time; // time in seconds out vec4 fragColor; const float QUALITY = 2.; // anti-aliasing amount vec3 hsl2rgb(float h, float s, float l) { float hp = 6. * mod(h,1.); float c = s - s * abs(2.*l - 1.); float x = c - c * abs(mod(hp,2.) - 1.); float m = l - c/2.; if (hp <= 1.) return vec3(c,x,0) + m; else if (hp <= 2.) return vec3(x,c,0) + m; else if (hp <= 3.) return vec3(0,c,x) + m; else if (hp <= 4.) return vec3(0,x,c) + m; else if (hp <= 5.) return vec3(x,0,c) + m; else if (hp <= 6.) return vec3(c,0,x) + m; else return vec3(0,0,0); } vec3 draw(vec2 c, float iterations) { vec2 z = vec2(0, 0); float i = 0.0; while (i < iterations) { z = vec2(z.x*z.x - z.y*z.y, 2.*z.x*z.y) + c; // z^2 + c if (dot(z,z)> 16.) break; i++; } if (i >= iterations) { return vec3(0,0,0); } else { float hue = (log2(log(dot(z,z))) - i)/iterations; return hsl2rgb(mod(hue + time/15.0, 1.), .9, .3); } } void main() { const vec2 offset = vec2(-0.545, 0.498); const float zoom = 200.0; float iterations = 140.0 - 100.0 * cos(time/3.0); vec3 color = vec3(0,0,0); float samples = 0.; float subpixel = 1./float(QUALITY); for (float x=0.; x<1.; x+=subpixel) { for (float y=0.; y<1.; y+=subpixel) { vec2 fragCoord = gl_FragCoord.xy + vec2(x,y); vec2 coord = (2.*fragCoord - canvasSize)/min(canvasSize.x, canvasSize.y); vec2 c = coord/zoom + offset; color += draw(c, iterations); samples++; } } fragColor = vec4(color/samples, 1); } </script> <script> const gl = canvas.getContext("webgl2"); if (!gl) { document.body.innerHTML = '<h2>Error: WebGL2 is <a href="https://get.webgl.org/webgl2/">not supported by your browser</a></h2>'; throw "WebGL2 not supported"; } function createShader(shaderType, sourceCode) { const shader = gl.createShader(shaderType); gl.shaderSource(shader, sourceCode); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) throw gl.getShaderInfoLog(shader); return shader; } const program = gl.createProgram(); gl.attachShader(program, createShader(gl.VERTEX_SHADER, vertexShader.textContent.trim())); gl.attachShader(program, createShader(gl.FRAGMENT_SHADER, fragmentShader.textContent.trim())); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) throw gl.getProgramInfoLog(program); gl.useProgram(program); const vertices = [[-1, -1], [1, -1], [-1, 1], [1, 1]]; gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices.flat()), gl.STATIC_DRAW); const vertexPosition = gl.getAttribLocation(program, "vertexPosition"); gl.enableVertexAttribArray(vertexPosition); gl.vertexAttribPointer(vertexPosition, 2, gl.FLOAT, false, 0, 0); const canvasSizeUniform = gl.getUniformLocation(program, 'canvasSize'); const timeUniform = gl.getUniformLocation(program, 'time'); function draw() { const width = canvas.clientWidth; const height = canvas.clientHeight; canvas.width = width; canvas.height = height; gl.viewport(0, 0, width, height); gl.uniform2f(canvasSizeUniform, width, height); gl.uniform1f(timeUniform, performance.now() / 1000); gl.drawArrays(gl.TRIANGLE_STRIP, 0, vertices.length); requestAnimationFrame(draw); } draw(); </script> </body> </html>