#version 450
layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragPos;
layout(location = 0) out vec4 outColor;
layout(binding = 0) uniform UniformBufferObject {
mat4 model;
mat4 view;
mat4 proj;
vec2 resolution;
} ubo;
// vec4 ubo_proj(vec2 v) {
// return ubo.proj * ubo.view * ubo.model * vec4(v, 0.0, 1.0);
// }
// void main() {
// // float x = gl_FragCoord.x / ubo.resolution.x;
// // float y = gl_FragCoord.y / ubo.resolution.y;
// float x = ubo_proj(vec2(gl_FragCoord.x, gl_FragCoord.y)).x / ubo.resolution.x;
// float y = ubo_proj(vec2(gl_FragCoord.x, gl_FragCoord.y)).y / ubo.resolution.y;
// //bool colored = mod(gl_FragCoord.x, 10) > 9 || mod(gl_FragCoord.y, 10) > 9;
// bool colored = mod(x,0.1) > 0.09 || mod(y, 0.1) > 0.09;
// if (colored) {
// outColor = vec4(gl_FragCoord.x / ubo.resolution.x, gl_FragCoord.y / ubo.resolution.y, 1.0, 1.0);
// } else {
// outColor = vec4(0,0,0, 1.0);
// }
// //outColor = vec4(fragColor, 1.0);
// }
vec3 mandel(vec2 z0) {
float k = 0.0;
vec2 z = vec2(0.0);
for(int i = 0; i < 420; ++i) {
z = vec2(z.x*z.x-z.y*z.y, z.x*z.y*2.0) + z0;
if (length(z) > 20.0) break;
k += 1.0;
}
float mu = k + 1.0 - log2(log(length(z)));
return sin(mu*0.1 + vec3(0.0,0.5,1.0));
}
void main() {
float ar = ubo.resolution.x / ubo.resolution.y;
vec2 uv = gl_FragCoord.xy / ubo.resolution.yy - vec2(0.66 * ar, 0.5);
// uv = uv * 2.0 + vec2(-0.3, 0.0);
float p = 30.0;
float t = mod(13.0, p);
if (t > p/2.0) t = p - t;
float scale = 0.5 + pow(2.0, t);
vec2 offset = vec2(-1.36799, .01);
uv += offset*scale;
uv /= scale;
outColor = vec4(mandel(uv), 1.0);
}