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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