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<head>
  <meta charset="utf-8">
  <meta name="robots" content="noindex">
  <meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">
  <title>"Biomorph" Fractal</title>
  <style>
    html,
    body,
    canvas {
      margin: 0;
      padding: 0;
      width: 100%;
      height: 100%;
      overflow: hidden;
    }
  </style>
</head>
<body>
  <canvas id="canvas"></canvas>
  
  <script id="vertexShader" type="x-shader/x-vertex">
    #version 300 es
    in vec4 vertexPosition;
    void main() { // no-op vertex shader
      gl_Position = vertexPosition;
    }
  </script>
  
  <script id="fragmentShader" type="x-shader/x-fragment">
    #version 300 es
    precision highp float;
  
    uniform vec2 canvasSize;
    uniform float time; // in seconds
    out vec4 fragColor;
  
    const float MAX_ITERATIONS = 12.;
    const float QUALITY = 3.; // anti-aliasing amount
    const float E = 2.718281828459045;
  
    vec2 cartesianToPolar(vec2 z) {
      float radius = length(z);
      // atan is undefined on some platforms when the args are 0:
      float angle = (z.x == 0. && z.y == 0.) ? 0. : atan(z.y, z.x);
      return vec2(radius, angle);
    }
  
    vec2 polarToCartesian(float radius, float angle) {
      return vec2(radius * cos(angle), radius * sin(angle));
    }
  
    vec2 complexPow(vec2 z, float exp) { // real exponent
      // If z == (0,0), then in the math below, pow(0,-negativeNumber) will be a
      // divide-by-zero error. Thus we special case (0,0)^anything is (0,0)
      // This gives us support for negative exponents.
      if (z.x == 0. && z.y == 0.) return z;
  
      vec2 polar = cartesianToPolar(z);
      return polarToCartesian(pow(polar.x, exp), polar.y * exp);
    }
  
    vec2 complexPow(vec2 z, vec2 exp) { // complex exponent
      // If z == (0,0), then in the math below, log(r) will be -Infinity, which
      // results in an invalid return value. Thus we special case (0,0)^anything is (0,0)
      if (z.x == 0. && z.y == 0.) return z;
  
      // https://en.wikipedia.org/wiki/Exponentiation#Computation
      vec2 polar = cartesianToPolar(z);
      float r = polar.x;
      float theta = polar.y;
      float c = exp.x;
      float d = exp.y;
      return polarToCartesian(
        pow(r, c) * pow(E, -d*theta),
        d * log(r) + c * theta
      );
    }
  
    vec3 hsl2rgb(float h, float s, float l) {
      float hp = 6. * mod(h,1.);
      float c = s - s * abs(2.*l - 1.);
      float x = c - c * abs(mod(hp,2.) - 1.);
      float m = l - c/2.;
      if      (hp <= 1.) return vec3(c,x,0) + m;
      else if (hp <= 2.) return vec3(x,c,0) + m;
      else if (hp <= 3.) return vec3(0,c,x) + m;
      else if (hp <= 4.) return vec3(0,x,c) + m;
      else if (hp <= 5.) return vec3(x,0,c) + m;
      else if (hp <= 6.) return vec3(c,0,x) + m;
      else               return vec3(0,0,0);
    }
  
    vec3 draw(vec2 c) {
      float t = time;
      vec2 z = vec2(0,0);
      float zExponent = 70. - 65.  * sqrt((cos(.02*t+.7) + 1.)/2.);
      float len = 0.;
      float i;
  
      for(i=0.; i<MAX_ITERATIONS; i++) {
        z = complexPow(z, z) + complexPow(z, zExponent) + c;
        len = length(z);
        if (len > 16.) break;
      }
  
      float hue = (i - log2(log(log(len)))) / MAX_ITERATIONS;
  
      vec3 color1 = hsl2rgb(hue * 0.5, 1., 0.4);
      vec3 color2 = hsl2rgb((hue * 0.5) + 0.3 * cos(t), 0.8, 0.7);
      vec3 fillColor = vec3(.06, .03, 0.);
  
      /* // simpler, non-smoothed version
      if (abs(z.x)  < 100.) {
        return color1;
      } else if(abs(z.y) < 100.) {
        return color2;
      } else {
        return fillColor;
      }
      */ // smoothed and animated version:
      float xDistance = smoothstep( 5.*(cos(t*.92)+1.), 40. + 25.*sin(t*.78), abs(z.x));
      float yDistance = smoothstep(-5.*(cos(t*.83)+1.), 40. - 25.*sin(t*.87), abs(z.y));
      vec3 color = mix(color1, color2, clamp(0., 1., .5*abs(xDistance - yDistance)));
  
      return mix(
        color,
        fillColor,
        min(xDistance, yDistance)
      );
    }
  
    void main() {
      vec3 offset = vec3(-0.1, -0.85, 0.18);
  
      vec3 color = vec3(0,0,0);
      float samples = 0.;
  
      float subpixel = 1./float(QUALITY);
      for (float x=0.; x<1.; x+=subpixel) {
        for (float y=0.; y<1.; y+=subpixel) {
          vec2 fragCoord = gl_FragCoord.xy + vec2(x,y);
          vec2 coord = (2.*fragCoord - canvasSize)/min(canvasSize.x, canvasSize.y);
          vec2 c = coord * offset.z - offset.xy;
          color += draw(c);
          samples++;
        }
      }
      fragColor = vec4(color/samples, 1);
    }
  </script>

  <script>
    const gl = canvas.getContext("webgl2");
    if (!gl) {
      document.body.innerHTML = '<h2>Error: WebGL2 is <a href="https://get.webgl.org/webgl2/">not supported by your browser</a></h2>';
      throw "WebGL2 not supported";
    }
  
    function createShader(shaderType, sourceCode) {
      const shader = gl.createShader(shaderType);
      gl.shaderSource(shader, sourceCode);
      gl.compileShader(shader);
      if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) throw gl.getShaderInfoLog(shader);
      return shader;
    }
  
    const program = gl.createProgram();
    gl.attachShader(program, createShader(gl.VERTEX_SHADER, vertexShader.textContent.trim()));
    gl.attachShader(program, createShader(gl.FRAGMENT_SHADER, fragmentShader.textContent.trim()));
    gl.linkProgram(program);
    if (!gl.getProgramParameter(program, gl.LINK_STATUS)) throw gl.getProgramInfoLog(program);
    gl.useProgram(program);
  
    const vertices = [[-1, -1], [1, -1], [-1, 1], [1, 1]];
    gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices.flat()), gl.STATIC_DRAW);
  
    const vertexPosition = gl.getAttribLocation(program, "vertexPosition");
    gl.enableVertexAttribArray(vertexPosition);
    gl.vertexAttribPointer(vertexPosition, 2, gl.FLOAT, false, 0, 0);
  
    const canvasSizeUniform = gl.getUniformLocation(program, 'canvasSize');
    const timeUniform = gl.getUniformLocation(program, 'time');
  
    function draw() {
      const width = canvas.clientWidth;
      const height = canvas.clientHeight;
      canvas.width = width;
      canvas.height = height;
      gl.viewport(0, 0, width, height);
      gl.uniform2f(canvasSizeUniform, width, height);
  
      gl.uniform1f(timeUniform, performance.now() / 1000);
  
      gl.drawArrays(gl.TRIANGLE_STRIP, 0, vertices.length);
      requestAnimationFrame(draw);
    }
    draw();
  </script>
</body>
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