add LICENSE, shaders, Cargo.lock, and AUR package
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -0,0 +1,75 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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//dashxdr
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// showing the points while performing the mandelbrot function
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uniform float time;
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uniform vec2 resolution;
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uniform vec2 mouse;
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uniform sampler2D bb;
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void main( void )
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{
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float sum = 0.0;
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float size = .0025;
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vec2 tpos = gl_FragCoord.xy / resolution;
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float px,py;
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float scale = 1.0;
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float basex = -1.0;
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float basey = 0.0;
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float x = basex + (mouse.x-.5)*scale;
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float y = basey + (mouse.y-.5)*scale;
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float t;
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if(true) // change to false to control with mouse
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{
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t = time;
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float t1 = t;
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float scale1 = .3;
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float t2 = t *.61223;
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float scale2 = .5;
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x = basex + scale1*cos(t1) + scale2*cos(t2);
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y = basey + scale1*sin(t1) + scale2*sin(t2);
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}
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vec2 position = 2.0*(tpos + vec2(-0.75, -0.5));
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#define NUM 30
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float u, v;
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u = v = .317;
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for(int j=0;j<4;++j)
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{
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px = py = 0.0;
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float x0, y0;
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x0 = x + u;
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y0 = y + v;
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for (int i=0; i < NUM; ++i) {
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t = (px*px-py*py)+x0;
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py = (2.0*px*py) + y0;
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px = t;
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float dist = length(vec2(px, py) - position);
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if(dist > .0001)
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sum += size/dist;
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else break;
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}
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t = u;
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u = -v;
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v = t;
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}
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float val = sum;
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vec3 color;
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color = vec3(val, val*0.66666, 0.0);
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tpos = .5 + 1.2 * (tpos - .5);
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#define INDENT .02
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vec3 tcolor;
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if(tpos.x>INDENT && tpos.y>INDENT &&
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tpos.x < 1.0-INDENT && tpos.y < 1.0-INDENT)
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tcolor = .9*texture2D(bb, tpos).rgb;
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else tcolor = vec3(0.0);
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gl_FragColor = vec4(max(color,tcolor), 1.0);
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}
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