<!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 Smooth Coloring</title> <style> html, body, canvas { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } </style> </head> <body> <canvas id="canvas"></canvas> <!-- © Adam Murray 2024 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; out vec4 fragColor; const float MAX_ITERATIONS = 100.0; vec2 complexMultiply(vec2 a, vec2 b) { return vec2(a.x*b.x - a.y*b.y, a.x*b.y + a.y*b.x); } 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); } void main() { vec2 coord = (2.*gl_FragCoord.xy - canvasSize)/min(canvasSize.x, canvasSize.y); // [-1,1] in smaller dimension vec2 z = vec2(0, 0); vec2 c = coord - vec2(0.5, 0); float i = 0.0; while (i < MAX_ITERATIONS) { z = complexMultiply(z, z) + c; if (length(z) > 4.) break; i++; } if (i >= MAX_ITERATIONS) { fragColor = vec4(0,0,0,1); } else { float hue = (i - log2(log(length(z)))) / MAX_ITERATIONS; vec3 rgb = hsl2rgb(hue, 0.5, 0.5); fragColor = vec4(rgb, 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'); 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.drawArrays(gl.TRIANGLE_STRIP, 0, vertices.length); } window.addEventListener('resize', () => draw()); draw(); </script> </body> </html>