-#version 100
+#version 300 es
precision highp float;
-varying vec2 c;
-varying vec2 z;
+in vec2 c;
+in vec2 z;
+out vec4 color;
void main() {
float zx = z.x;
float zy2 = zy * zy;
if (zx2 * zy2 > 4.0) {
float index = float(iter) / float(maxiter);
- gl_FragColor = vec4(index, 0.1, 1.0 - index / 2.0, 0.8 - index * index);
+ color = vec4(index, 0.1, 1.0 - index / 2.0, 0.8 - index * index);
return;
}
zy = zx * zy * 2.0 + c.y;
zx = zx2 - zy2 + c.x;
}
- gl_FragColor = vec4((sin(z.y) + 1.0) / 4.0,
- (sin(z.x) + 1.0) / 4.0,
- (sin(c.x) + 1.0) / 4.0,
- 1.0);
+ color = vec4((sin(z.y) + 1.0) / 4.0,
+ (sin(z.x) + 1.0) / 4.0,
+ (sin(c.x) + 1.0) / 4.0,
+ 1.0);
}
-#version 100
+#version 300 es
+precision lowp float;
uniform mat4 perspective;
uniform mat4 view;
uniform mat4 model;
uniform vec2 z0;
-attribute mediump vec3 position;
-varying mediump vec2 c;
-varying mediump vec2 z;
+in vec3 position;
+out vec2 c;
+out vec2 z;
void main() {
mat4 modelview = view * model;