#version 450 #extension GL_ARB_separate_shader_objects : enable #define WIDTH 3200 #define HEIGHT 2400 #define WORKGROUP_SIZE 32 layout (local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1 ) in; struct Pixel{ vec4 value; }; layout(std140, binding = 0) buffer buf { Pixel imageData[]; }; void main() { /* In order to fit the work into workgroups, some unnecessary threads are launched. We terminate those threads here. */ if(gl_GlobalInvocationID.x >= WIDTH || gl_GlobalInvocationID.y >= HEIGHT) return; float x = float(gl_GlobalInvocationID.x) / float(WIDTH); float y = float(gl_GlobalInvocationID.y) / float(HEIGHT); /* What follows is code for rendering the mandelbrot set. */ vec2 uv = vec2(x,y); float n = 0.0; vec2 c = vec2(-.445, 0.0) + (uv - 0.5)*(2.0+ 1.7*0.2 ); vec2 z = vec2(0.0); const int M =128; for(int i = 0; i < M; i++) { z = vec2(z.x*z.x - z.y*z.y, 2.*z.x*z.y) + c; if (dot(z, z) > 2) break; n++; } // we use a simple cosine palette to determine color: // http://iquilezles.org/www/articles/palettes/palettes.htm float t = float(n) / float(M); vec3 d = vec3(0.3, 0.3 ,0.5); vec3 e = vec3(-0.2, -0.3 ,-0.5); vec3 f = vec3(2.1, 2.0, 3.0); vec3 g = vec3(0.0, 0.1, 0.0); vec4 color = vec4( d + e*cos( 6.28318*(f*t+g) ) ,1.0); // store the rendered mandelbrot set into a storage buffer: imageData[WIDTH * gl_GlobalInvocationID.y + gl_GlobalInvocationID.x].value = color; }