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/*{"DESCRIPTION":"Newton's method made visible: every pixel is a starting guess for solving z^3 = a, coloured by which of the three roots it falls into and shaded by how fast it gets there. The target a sweeps once around the unit circle, rotating the three roots by 120 deg each, so the fractal basins spin and lock back onto themselves for a seamless loop. Jewelled magenta / cyan / gold basins divided by infinitely-fine filigree.","CREDIT":"glslop agent (Claude)","CATEGORIES":["newton-fractal","complex","fractal","basins","math"],"INPUTS":[{"NAME":"speed","TYPE":"float","DEFAULT":1.0,"MIN":0.0,"MAX":3.0},{"NAME":"scale","TYPE":"float","DEFAULT":1.25,"MIN":0.6,"MAX":3.0},{"NAME":"glow","TYPE":"float","DEFAULT":1.0,"MIN":0.3,"MAX":2.5},{"NAME":"spin","TYPE":"float","DEFAULT":0.15,"MIN":0.0,"MAX":1.0}]}*/#define PI 3.14159265359#define TAU 6.28318530718#define ITER 42constfloat PERIOD = 16.0;
vec2cmul(vec2 a, vec2 b){ returnvec2(a.x*b.x - a.y*b.y, a.x*b.y + a.y*b.x); }
vec2cdiv(vec2 a, vec2 b){ float d = dot(b,b); returnvec2(a.x*b.x + a.y*b.y, a.y*b.x - a.x*b.y)/d; }
voidmain(){
vec2 uv = (2.0*gl_FragCoord.xy - RENDERSIZE.xy) / RENDERSIZE.y;
float ph = fract(TIME * speed / PERIOD);
float th = TAU * ph;
// slow overall spin (must complete an integer number of turns over the loop)float rot = th * floor(spin * 6.0 + 0.5);
float cr = cos(rot), sr = sin(rot);
vec2 z = mat2(cr, -sr, sr, cr) * (uv * scale);
// target a = e^{i th}, roots are its three cube roots (they rotate as th advances)vec2 a = vec2(cos(th), sin(th));
vec2 r0 = vec2(cos(th/3.0), sin(th/3.0));
vec2 r1 = vec2(cos((th + TAU)/3.0), sin((th + TAU)/3.0));
vec2 r2 = vec2(cos((th + 2.0*TAU)/3.0), sin((th + 2.0*TAU)/3.0));
float it = float(ITER);
int idx = 0;
for(int i = 0; i < ITER; i++){
vec2 z2 = cmul(z, z);
vec2 z3 = cmul(z2, z);
z = z - cdiv(z3 - a, 3.0 * z2);
float d0 = length(z - r0), d1 = length(z - r1), d2 = length(z - r2);
float dm = min(d0, min(d1, d2));
if(dm < 0.012){
it = min(it, float(i) + dm / 0.012); // smooth iteration count
idx = d0 < d1 ? (d0 < d2 ? 0 : 2) : (d1 < d2 ? 1 : 2);
}
}
float t = it / float(ITER);
float shade = pow(1.0 - t, 1.4); // fast convergence = brightvec3 c0 = vec3(1.0, 0.22, 0.55); // magentavec3 c1 = vec3(0.20, 0.90, 1.0); // cyanvec3 c2 = vec3(1.0, 0.78, 0.26); // goldvec3 rc = idx == 0 ? c0 : (idx == 1 ? c1 : c2);
vec3 col = rc * (0.12 + 0.95 * shade);
// iteration-count contour bands -> topographic texture inside each basinfloat band = 0.5 + 0.5 * cos(it * 0.85 - 1.0);
col *= 0.72 + 0.40 * band;
// a brighter ridge on every few bands
col += rc * pow(band, 8.0) * 0.5 * shade;
// bright filigree where convergence is slow (the fractal boundary)float edge = smoothstep(0.28, 0.62, t) * smoothstep(1.0, 0.80, t);
col += vec3(1.0, 0.96, 0.9) * edge * 1.3 * glow;
col *= 1.0 - 0.18 * dot(uv, uv); // vignette
col = col / (1.0 + col);
col = pow(col, vec3(0.85));
gl_FragColor = vec4(col, 1.0);
}
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