<!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>