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-rw-r--r--fiz/naloga/gl/fragment.glsl73
1 files changed, 73 insertions, 0 deletions
diff --git a/fiz/naloga/gl/fragment.glsl b/fiz/naloga/gl/fragment.glsl
index e69de29..c4952c4 100644
--- a/fiz/naloga/gl/fragment.glsl
+++ b/fiz/naloga/gl/fragment.glsl
@@ -0,0 +1,73 @@
+#version 330
+#pragma optionNV (unroll 1)
+
+#define show_vec
+
+#define SEG 32
+
+#define R .8
+#define I .5
+#define n 100.
+
+#define PI 3.1415
+
+in vec2 UVo;
+
+uniform float time;
+uniform int OPTIONS;
+
+out vec4 fragColor;
+
+vec3 tuljava (vec3 pz) {
+ float dr = 2. * PI / float(SEG);
+ vec3 sum = vec3(0);
+ for (int i = 0; i < SEG; i++){
+ float theta = dr * float(i);
+ // jebi se, zakaj neza? pisat ?ita linearno >:(
+ vec3 dl = vec3(0,cos(theta),-sin(theta))*dr*R;
+ vec3 r = vec3(0,sin(theta),cos(theta))*R;
+ r+=pz;
+ sum+=cross(dl,r)/(length(r)*length(r)*length(r));
+ }
+ sum *= 1e-6;
+ return sum;
+}
+
+void main () {
+ vec2 uv = UVo;
+ vec3 poz = vec3(uv*2.,sin(time/10.)*R);
+ vec3 offset = vec3(R/2.,0,0);
+
+ vec3 rez = tuljava(poz+offset)*n*I +
+ tuljava(poz-offset)*n*I;
+ rez *= 1000.;
+#ifdef show_vec
+ fragColor = vec4(rez, 1);
+#else
+ fragColor = vec4(vec3(length(rez)), 1);
+#endif
+}
+/*
+ uniform float time;
+ uform int OPTIONS;
+//uniform mat2 bounds;
+
+out vec4 frag_colour;
+
+
+void main() {
+vec2 UV = UVo;
+float scale = 1.1;
+vec2 complex=UV*scale;
+vec2 ot=vec2(0);
+int tmpy=OPTIONS;
+for (int x = 0; x < 16; x++){
+ot=vec2(complex.x*ot.x-complex.y*ot.y,complex.x*ot.y+complex.y*ot.x);
+int swch = tmpy & 1;
+ot+=complex * (swch*2-1);
+tmpy>>=1;
+}
+
+frag_colour = vec4(vec3(smoothstep(.05,0,length(ot))), 1.);
+}
+ */