<!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>Newton vs Mobius</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; out vec4 fragColor; vec2 cmul(vec2 a, vec2 b) { // complex multiplication return vec2(a.x*b.x-a.y*b.y, a.x*b.y+a.y*b.x); } vec2 cdiv(vec2 a, vec2 b) { // complex division float denom = (b.x*b.x+b.y*b.y); if (denom < 0.0000000001) denom = 0.0000000001; // avoid division by zero return vec2(a.x*b.x+a.y*b.y, -a.x*b.y+a.y*b.x) / denom; } vec2 fn(vec2 z) { // f(z) = z^3 - 1 return cmul(z,cmul(z,z)) - vec2(1,0); } vec2 dfn(vec2 z) { // f'(z) = 3*z^2 return cmul(vec2(3,0),cmul(z,z)); } vec2 mobius(vec2 a, vec2 b, vec2 c, vec2 d, vec2 z) { // f(z) = (az + b)/(cz + d) return cdiv(cmul(a,z) + b, cmul(c,z) + d); } 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); } float gain(float x, float k) { // https://www.iquilezles.org/www/articles/functions/functions.htm float a = 0.5*pow(2.0*((x<0.5)?x:1.0-x), k); return (x<0.5)?a:1.0-a; } float ease(float wave, float k) { // map cos/sin wave to [0,1], apply the gain function, and map back to [-1,1] return gain(wave * 0.5 + 0.5, k) * 2. - 1.; } vec3 newton(vec2 z) { // iteratively apply z = z-f(z)/f'(z) vec2 prevZ = z; float i = 0.; float intensity = 0.; for (i=1.0; i<100.; i++) { z -= cdiv(fn(z),dfn(z)); if (length(z-prevZ) < 0.0001) break; // http://www.fractalforums.com/programming/smooth-colouring-of-convergent-fractals/msg33392/#msg33392 intensity += exp(-length(z) - 0.5/(length(prevZ-z))); prevZ = z; } float theta = atan(z.y,z.x); float angle = mod(theta/6.2832+1.0, 1.0); float hue = mod(angle + time/50.0, 1.0); return hsl2rgb(hue, 0.7, intensity/3.-0.2); } vec3 draw(vec2 z) { float speed = 0.03; // The transformation is very fast-moving in the middle, so squash the animation curve to keep it under control. // squashFactor < 1.0 is a "rush in, slow in the middle, rush out" easing function. float squashFactor = 0.5; return newton(mobius( vec2(1,0), vec2(0,0), // vec2(0.005*sin(time/6.),0),// adds some rotational movement vec2(0, 300.*ease(cos(time*speed), squashFactor)), vec2(1,0), z )); } void main() { vec2 coord = (2.*gl_FragCoord.xy - canvasSize)/min(canvasSize.x, canvasSize.y); // [-1,1] in smaller dimension fragColor = vec4(draw(coord/10.), 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>