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index.html
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<!DOCTYPE html>
<html>
<head>
<meta name="keywords" content="mandelbrot, gpu, webgl, three.js, fractal, opengl es, shader">
<meta name="description" content="Mandelbrot explorer utilising WebGL for fast, real time GPU rendering.">
<meta property="og:title" content="WebGL Mandelbrot Explorer">
<meta property="og:type" content="website">
<meta property="og:url" content="http://homepages.slingshot.co.nz/~alpersj/mandelbrot/">
<meta property="og:image" content="http://homepages.slingshot.co.nz/~alpersj/mandelbrot/sample.png">
<title>WebGL Mandelbrot Explorer</title>
<style>
body {margin: 0;overflow: hidden}
#instructions {position: absolute;top:0;left:0;margin: 0.5em;background:#eee;float:left;padding:0.2em 0.4em;font: 13px/1.3em "Trebuchet MS", Verdana, Arial, Helvetica, sans-serif}
</style>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js"></script>
<script src="//cdnjs.cloudflare.com/ajax/libs/three.js/r67/three.min.js"></script>
</head>
<body>
<p id="instructions">Use the arrow keys to pan, A and Z keys to zoom, S and X keys to change the threshold.</p>
<script id="mandelbrot-vertex" type="x-shader/x-vertex">
precision highp float;
varying vec2 pos;
void main () {
pos = position.xy;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="mandelbrot-fragment" type="x-shader/x-fragment">
precision highp float;
varying vec2 pos;
uniform int iterations;
uniform float threshold;
uniform int lt;
vec3 clr1 = vec3(0.15, 0, 0.3);
vec3 clr2 = vec3(0.4, 0.6, 0.8);
vec3 clr3 = vec3(1, 1, 1);
void main () {
vec2 fractal = pos;
float clr = 0.0, red, green, blue;
for (int i = 0; i <= 10000; i++) {
fractal = pos + vec2(
fractal.x * fractal.x - fractal.y * fractal.y,
2.0 * fractal.x * fractal.y
);
if (i == iterations || (lt == 1 && fractal.x * fractal.x + fractal.y * fractal.y < threshold || lt == 0 && fractal.x * fractal.x + fractal.y * fractal.y >= threshold)) {
if (i == iterations) {
gl_FragColor = vec4(0.9, 0.9, 0.9, 1);
} else {
clr = log2(float(i)) / log2(float(iterations));
if (clr < 0.5) {
clr = clr / 0.5;
red = clr * (clr2.x - clr1.x) + clr1.x;
green = clr * (clr2.y - clr1.y) + clr1.y;
blue = clr * (clr2.z - clr1.z) + clr1.z;
} else {
clr = (clr - 0.5) / 0.5;
red = clr * (clr2.x - clr1.x) + clr1.x;
green = clr * (clr2.y - clr1.y) + clr1.y;
blue = clr * (clr2.z - clr1.z) + clr1.z;
}
gl_FragColor = vec4(red, green, blue, 1);
}
break;
}
}
}
</script>
<script>
$(document).ready(function() {
setTimeout(function(){
$("p").fadeOut(1000);
}, 30000);
});
var width = window.innerWidth;
var height = window.innerHeight;
var x, y, dz = 1, dx = dy = di = dt = 0, lt = 1;
$(document).ready(function() {
$(window).on('keydown', function(e) {
var f = camera.position.z / 100;
switch(e.which) {
case 65:
dz = 1 / 1.016
break;
case 90:
dz = 1.016;
break;
case 40:
dy = -f;
break;
case 39:
dx = f;
break;
case 38:
dy = f;
break;
case 37:
dx = -f;
break;
case 83:
dt = lt? dt + 0.001 : dt + 0.006;
break;
case 88:
dt = lt? dt - 0.001 : dt - 0.006;
break;
}
}).on('keyup', function(e) {
switch(e.which) {
case 65:
case 90:
dz = 1;
break;
case 40:
case 38:
dy = 0;
break;
case 39:
case 37:
dx = 0;
break;
case 83:
case 88:
dt = 0;
break;
}
});
});
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(50, width / height, 1 / Math.pow(2, 16), 1000);
camera.position.x = -0.562;
camera.position.y = -0.064;
camera.position.z = 2;
var iterations = 70;
var threshold = 0.05;
var lt = 1;
// create canvas
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
// create mandelbrot mesh
var geometry = new THREE.PlaneGeometry(4, 3, 0);
var material = new THREE.ShaderMaterial({
uniforms: {
zoom: { type: 'f', value: 1 },
iterations: { type: 'i', value: 100},
threshold: { type: 'f', value: 0.05},
lt: { type: 'i', value: 1}
},
vertexShader: document.getElementById('mandelbrot-vertex').innerHTML,
fragmentShader: document.getElementById('mandelbrot-fragment').innerHTML
});
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
function render (delta) {
camera.position.x += dx;
camera.position.y += dy;
camera.position.z *= dz;
iterations += di;
iterations = Math.max(20, Math.min(500, iterations));
if (camera.position.z < 0.000000001) return;
mesh.material.uniforms.iterations.value = iterations;
threshold += dt;
threshold = Math.min(Math.max(threshold, 0), 4);
mesh.material.uniforms.threshold.value = threshold;
mesh.material.uniforms.lt.value = (threshold < 1)? 1 : 0;
renderer.render(scene, camera);
requestAnimationFrame(render);
}
render();
</script>
<script>
(function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){
(i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o),
m=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m)
})(window,document,'script','//www.google-analytics.com/analytics.js','ga');
ga('create', 'UA-66920143-1', 'auto');
ga('send', 'pageview');
</script>
</body>
</html>