<!DOCTYPE html>
<html lang="en-us">
<head>
  <meta charset="utf-8">
  <meta name="robots" content="noindex">
  <meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">
  <title>Mandelbrot Smooth Coloring</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;
    out vec4 fragColor;
  
    const float MAX_ITERATIONS = 100.0;
  
    vec2 complexMultiply(vec2 a, vec2 b) {
      return vec2(a.x*b.x - a.y*b.y, a.x*b.y + a.y*b.x);
    }
  
    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);
    }
  
    void main() {
      vec2 coord = (2.*gl_FragCoord.xy - canvasSize)/min(canvasSize.x, canvasSize.y); // [-1,1] in smaller dimension
      vec2 z = vec2(0, 0);
      vec2 c = coord - vec2(0.5, 0);
  
      float i = 0.0;
      while (i < MAX_ITERATIONS) {
        z = complexMultiply(z, z) + c;
        if (length(z) > 4.) break;
        i++;
      }
  
      if (i >= MAX_ITERATIONS) {
        fragColor = vec4(0,0,0,1);
      } else {
        float hue = (i - log2(log(length(z)))) / MAX_ITERATIONS;
        vec3 rgb = hsl2rgb(hue, 0.5, 0.5);
        fragColor = vec4(rgb, 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');
  
    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.drawArrays(gl.TRIANGLE_STRIP, 0, vertices.length);
    }
    window.addEventListener('resize', () => draw());
    draw();
  </script>
</body>
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