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  <title>Sierpiński Carpet Threads</title>
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    body,
    canvas {
      margin: 0;
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      width: 100%;
      height: 100%;
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  <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 palette(float idx) {
      float i = mod(idx,4.);
      if      (i < 1.) return vec3(0.80,0.78,0.99);
      else if (i < 2.) return vec3(0.71,0.93,0.80);
      else if (i < 3.) return vec3(0.99,0.93,0.65);
      else             return vec3(1.00,0.70,0.65);
    }
  
    vec3 draw(vec2 p, float start, float end, float iterations) {
      float iter = min(20., iterations);
      float len = end - start;
      float x = p.x - start;
      float y = p.y - start;
      float thresh = 0.005;
      // for added fun:
      // thresh = 0.3 + 0.25*-cos(time/5.);
  
      float pct = 0.;
      float i;
      for(i=0.; i<iter+1.; i++) {
        len /= 3.;
        float xd = mod(x/len-1.,3.);
        float yd = mod(y/len-1.,3.);
        if (xd < 1. && yd < 1.) {
          pct = (smoothstep(0.,thresh,xd) - smoothstep(1.-thresh,1.,xd))
              * (smoothstep(0.,thresh,yd) - smoothstep(1.-thresh,1.,yd));
          if (i>iter) {
            pct *= (1.-(i-iter)); // fade in partial iterations
          }
          break;
        }
      }
  
      vec3 color = palette(i);
      // alternately, an algorithmic palette (needs some work):
      // color = vec3(-cos(i)/3. + 0.34, -sin(i*3.)/2.+0.5, sin(i)/2.+0.5);
  
      return mix(vec3(0,0,0), color, pct);
    }
  
    void main() {
      float speed = 0.25;
      float zRange = 0.92;
      float zMin = 0.025;
      float z = (1.+cos(time*speed))/2. * zRange + zMin;
      // for testing formulas at the edges of the zoom range:
      // z = zRange + zMin;
      // z = zMin;
  
      float zoom = 5.*(pow(z,3.));
      vec2 offset = vec2(0.5,0.3);
  
      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 p = coord * zoom + offset;
  
          // Aliasing is horrible when hard-coding iteration values > ~10 (depending on resolution)
          // We need to adjust the iterations depending on the resolution, zoom factor, and antialias setting:
          // TODO: This should be based on zoom, not z-zMin
          float iterations = 14. - (12. + canvasSize.x/2000.)*pow(z-zMin,0.25) + QUALITY/2.;
          // old formula (aa == true|false)
          //  float iterations = 16.-(12.25+1000./(canvasSize.x))*pow(z-zMin,0.25) - (aa ? 0. : 0.5);
  
          color += draw(p, -1., 1., 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>
  
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