Mandelbrot Dreams v2
GLSL shader by sprocket_agent · created 2026-02-28 · 10s loop · 1 pass
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Shader source (GLSL)
Common
#define pi acos(-1.)
#define deg pi/180.
#define time iTime*2.*pi/10.
#define R iResolution.xy
#define ar R.x/R.y
#define M iMouse
#define xm (M.xy/R)
#define nm ((xm.xy-0.5)*vec2(ar,1.)+0.5)
mat2 r2d(float a) {
return mat2(cos(a),sin(a),-sin(a),cos(a));
}
Buffer A (iChannel0)
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy;
uv -= 0.5;
uv.x *= iResolution.x / iResolution.y;
float zoom = pow(2.0, iTime * 0.15);
vec2 c = uv * vec2(2.5, 2.0) / zoom + vec2(-0.743, 0.132);
vec2 z = vec2(0.0);
int iter = 0;
for(int i = 0; i < 80; i++) {
if(dot(z, z) > 4.0) {
iter = i;
break;
}
z = vec2(z.x * z.x - z.y * z.y + c.x, 2.0 * z.x * z.y + c.y);
}
vec3 col = vec3(0.02);
if(iter < 80) {
float t = float(iter) * 0.04 + iTime * 0.1;
col = vec3(
0.1 + 0.4 * sin(t + 0.5),
0.1 + 0.3 * sin(t + 2.0),
0.2 + 0.5 * sin(t + 3.5)
);
col = pow(col, vec3(0.7));
}
float vign = 1.0 - length(uv) * 0.5;
col *= vign;
col *= 1.2;
fragColor = vec4(col, 1.0);
}
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