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@ -50,7 +50,8 @@ vec3 Get_Color(vec3 origin,vec3 dir){
vec4 impact = Get_Impact(origin,dir);
if(impact.w<0.) return vec3(.5,.7,1.);
vec3 normale=grad(impact.xyz);
return normale;
vec3 sunPos=vec3(3.*sin(Time*1.5),3.*cos(Time*3.),3.*cos(Time*1.5));//vec3(1.,1.5,.5);
return vec3(clamp(0.,1.,dot(sunPos-impact.xyz,normale)));//normale;
}
float Mandel(vec2 co){
@ -58,7 +59,7 @@ float Mandel(vec2 co){
float limf=100.0;
float cf=0.0;
int c;
for(c=0;c<100;c++){
for(c=0;c<30;c++){
coo=vec2(pow(coo.x,2.0)-pow(coo.y,2.0)+co.x,2.*coo.x*coo.y+co.y);
if(length(coo)>=2.0){
return cf/limf;
@ -70,8 +71,8 @@ float Mandel(vec2 co){
void main()
{
vec3 lookingAt = vec3(0.,0.,0.);
vec3 posCam = vec3(3.*sin(Time*.5),0.,3.*cos(Time*.5));
vec3 lookingAt = vec3(0.);
vec3 posCam = vec3(-3.*sin(Time*.15),.6*cos(Time*.15),3.*cos(Time*.15));
vec3 ez = normalize(lookingAt-posCam);////base orthonormée
vec3 ex = normalize(cross(ez,vec3(0.,1.,0.)));