fp64 Mandelbrot

fp64 Mandelbrot

f32 두 개로 만든 배정밀도의 고전 데모.

// ═══ typeshade example — fp64 deep-zoom Mandelbrot ═══
//
// THE classic double-float demo (the df64 technique traces back to the NVIDIA
// CUDA SDK Mandelbrot sample): at a zoom span of ~1e-7 on a filament of the
// needle spike (x ≈ −1.749, where ulp_f32 ≈ 2.4e-7 is WIDER than the whole
// window), f32 cannot distinguish ANY pixel — the LEFT half (plain f32, the
// center explicitly narrowed with toF32) collapses flat, while the RIGHT half
// iterates the SAME formula on the f64 type and shows the filament structure.
// The center is a vec2<f64> uniform (the emulated-double VECTOR type — one
// DF64Vec2 hi/lo-plane slot), and the per-pixel offset is added in extended
// precision.
//
// The `_fp64` guard uniform is auto-injected by the lowering; the render
// harnesses bind it to 1.0f by probing the program for the Fp64Guard block.
import {
fn,
module,
vec2,
vec3,
vec4,
f32,
f64,
pow,
cos,
log2,
max,
mix,
step,
toF32,
toF64,
toU32,
f32T,
f64T,
u32T,
vec2fT,
vec4fT,
vec2f64T,
If,
Loop,
Break,
Var,
Let,
u32,
ioStruct,
builtin,
location,
uniformStruct,
} from '../src/index.js';
import type { ShaderExample } from './_shared.js';
// A filament point on the needle spike — a period-3 minibrot neighbourhood
// that stays mid-frame at every zoom (centered on the real axis, y = 0). At
// shallow zoom the escape times sit under ~96 iterations, but zooming toward
// the df64 floor grows them, so the iteration budget is a live uniform
// (`max_iter`, wired to the slider) instead of a baked constant — crank it
// past 96 to keep the deep filament structure resolved.
const CENTER_X = -1.7490368500591793;
const CENTER_Y = 0;
const DEFAULT_ITER = 256;
const U = uniformStruct(
'Uniforms',
{ group: 0, binding: 0, as: 'u' },
{
center: vec2f64T, // one DF64Vec2 slot — host packs [hi.x, hi.y, lo.x, lo.y]
resolution: vec2fT,
zoom_exp: f32T, // view span = 10^-zoom_exp complex units
fp64: f32T, // toggle: 1 = split-screen f32 | f64 (canonical), 0 = all-f32
max_iter: f32T, // dynamic escape-time budget; loop bound = toU32(max_iter)
},
);
// ── Escape-time iterate — the f32 and f64 twins ────────────────────────────
// Both run the IDENTICAL z ← z² + c recurrence; the ONLY difference is the
// working precision (double or not — that IS the demo), so the fragment
// shader's split is a clean f32-fn vs f64-fn if/else instead of two inline
// loops. `iters` is the dynamic budget (from `max_iter`); the loop bound is no
// longer baked. Each returns vec2(it, |z|²@escape) so the smooth colouring
// reads both twins through one path.
//
// The DSL types its arithmetic per CONCRETE scalar (`ArithArg<K>` is a
// conditional type that doesn't reduce over an unresolved type param), so the
// shared body can't collapse into one generic fn — the twins are spelled out
// and kept in step. They run the same recurrence and differ in the scalar type,
// the zero literal, and how |z|² is taken for the escape test: the f32 twin
// carries its squares, the f64 twin squares its narrowed words in f32.
const escapeF32 = fn(
'escape_f32',
{ cx: f32T, cy: f32T, iters: u32T },
vec2fT,
({ cx, cy, iters }) => {
// The escape loop is written as fp64-julia.ts's (which records why and what it saves):
// |z|² is carried in m2 beside z, the squares beside it so none is computed twice a
// trip, and the loop leaves at the first escaped z. z₀ = 0, so all three start at 0.
const zx = Var(f32(0));
const zy = Var(f32(0));
const x2 = Var(f32(0));
const y2 = Var(f32(0));
const m2 = Var(f32(0));
const it = Var(f32(0));
Loop(
u32(0),
(j) => j.lt(iters),
() => {
If(m2.gt(16.0), () => {
Break();
});
const nzx = Let(x2.sub(y2).add(cx));
zy.assign(zx.mul(zy).mul(2.0).add(cy));
zx.assign(nzx);
it.assign(it.add(1.0));
x2.assign(zx.mul(zx));
y2.assign(zy.mul(zy));
m2.assign(x2.add(y2));
},
);
return vec2(it, m2);
},
);
const escapeF64 = fn(
'escape_f64',
{ cx: f64T, cy: f64T, iters: u32T },
vec2fT,
({ cx, cy, iters }) => {
// The escape test reads an f32 |z|² squared from the narrowed words, as in
// fp64-julia.ts: 48 bits move |z|² across 16 only from within an f32 rounding of it.
// So this helper carries no squares — the step squares z in df64, the test its
// narrowed words in f32 — and it hands the colouring the f32 |z|² it already has.
const zx = Var(f64(0));
const zy = Var(f64(0));
const m2 = Var(f32(0));
const it = Var(f32(0));
Loop(
u32(0),
(j) => j.lt(iters),
() => {
If(m2.gt(16.0), () => {
Break();
});
const nzx = Let(zx.mul(zx).sub(zy.mul(zy)).add(cx));
zy.assign(zx.mul(zy).mul(2.0).add(cy));
zx.assign(nzx);
it.assign(it.add(1.0));
const hx = Let(toF32(zx));
const hy = Let(toF32(zy));
m2.assign(hx.mul(hx).add(hy.mul(hy)));
},
);
return vec2(it, m2);
},
);
const VsOut = ioStruct('VsOut', {
pos: builtin('position', vec4fT),
uv: location(0, vec2fT),
});
const vsFull = fn(
'vs_full',
{ idx: builtin('vertex_index', u32T) },
(p) => {
const pos = vec2(-1, -1);
If(p.idx.eq(1), () => {
pos.assign(vec2(3, -1));
}).elif(p.idx.eq(2), () => {
pos.assign(vec2(-1, 3));
});
return VsOut.construct({
pos: vec4(pos, 0, 1),
uv: vec2(pos.x.add(1).mul(0.5), pos.y.add(1).mul(0.5)),
});
},
{ stage: 'vertex' },
);
const fsMandel = fn(
'fs_mandel',
{ vo: VsOut },
(p) => {
const span = Let(pow(f32(10.0), U.field.zoom_exp.neg()));
// Each half maps its own 0..1 sub-range onto the SAME complex window.
// Panning lives on the HOST (the pan2d control drags `center` itself, in
// full double precision) — the shader only ever sees per-pixel offsets,
// which f32 carries fine at ~span magnitude; the extended-precision add
// against `center` below is where f64 wins.
const half = Let(p.vo.uv.x.mul(2.0));
const sx = Let(half.sub(p.vo.uv.x.lt(0.5).select(0.0, 1.0)));
const dx = Let(sx.sub(0.5).mul(span));
const dy = Let(
p.vo.uv.y.sub(0.5).mul(span).mul(U.field.resolution.y.div(U.field.resolution.x).mul(2.0)),
);
// The live iteration budget, truncated once to the u32 loop bound both
// twins share (the slider hands us an f32).
const iters = Let(toU32(U.field.max_iter));
const esc = Var(vec2(0, 0)); // (it, |z|²@escape) — filled by whichever twin runs
// fp64 toggle off → BOTH halves take the f32 branch: the right half
// collapses flat in place, making the emulation's contribution tangible.
If(p.vo.uv.x.lt(0.5).or(U.field.fp64.lt(0.5)), () => {
// f32 twin — the center narrowed to f32: at deep zoom cx/cy quantize to
// f32 ulps and whole pixel columns collapse.
const cx = Let(toF32(U.field.center.x).add(dx));
const cy = Let(toF32(U.field.center.y).add(dy));
esc.assign(escapeF32({ cx, cy, iters }));
}).else(() => {
// f64 — the extended-precision add against the vec2<f64> center is where
// the emulation earns its keep.
const cx = Let(U.field.center.x.add(toF64(dx)));
const cy = Let(U.field.center.y.add(toF64(dy)));
esc.assign(escapeF64({ cx, cy, iters }));
});
const it = Let(esc.x);
const m2 = Let(esc.y); // |z|² of the last z the loop reached
// Smooth escape-time colouring (log₂ log₂ |z|² kills the discrete bands —
// same treatment as mandelbrot.ts) so zooming reads as a continuous dive
// instead of strobing colour bands; a LOW-contrast cosine shimmer over the
// smooth count keeps the iso-contour structure readable without the churn.
// Interior (never escaped) stays black.
const sn = Let(it.sub(log2(max(log2(max(m2, 1.0001)), 0.0001))).add(1.0));
const inside = Let(step(U.field.max_iter.sub(0.5), it));
const s = Let(sn.div(U.field.max_iter));
const shade = Let(f32(0.82).add(cos(sn.mul(0.55)).mul(0.18)));
const rgb = mix(vec3(0.03, 0.05, 0.12), vec3(1.0, 0.83, 0.36), s)
.mul(shade)
.mul(f32(1).sub(inside));
return vec4(rgb, f32(1));
},
{ stage: 'fragment', retAttr: '@location(0)' },
);
// `_fp64` guard lands at (group 0, binding 1) automatically.
const fp64MandelbrotModule = module({
funcs: [escapeF32, escapeF64, vsFull, fsMandel],
uses: [U, VsOut],
});
// DF64Vec2 std140 buffer order is PLANE-major: [hi.x, hi.y, lo.x, lo.y]
// (hi vec2 at offset 0, lo vec2 at offset 8) — NOT lane-major pairs. The
// pan2d host does this packing (via splitF64) every frame as drags move the
// double-precision camera.
export const fp64Mandelbrot: ShaderExample = {
id: 'fp64-mandelbrot',
title: 'fp64 Mandelbrot',
blurb:
'The classic double-float demo: a Mandelbrot needle-spike filament zoomed to a ~1e-7 span — narrower than one f32 ulp, so the plain-f32 left half collapses flat while the emulated-double f64 right half keeps the structure. Drag to pan and wheel to zoom, map-style — the camera accumulates in full double precision and lands in the vec2<f64> center uniform, so the f64 half stays sharp all the way to the df64 floor (~1e-13) while the f32 half died six orders of magnitude earlier. Raise the iterations slider past the old 96 to keep deep-zoom filaments resolved, or flip the fp64 toggle to collapse the right half in place.',
category: 'generic',
file: 'fp64-mandelbrot.ts',
module: fp64MandelbrotModule,
renderable: true,
splitLabels: ['f32', 'f64 (emulated)'],
controls: {
// Drag pans the center in full double precision; a full-canvas-width drag
// moves 2 × span (each half maps span across half the width).
center: {
kind: 'pan2d',
value: [CENTER_X, CENTER_Y],
zoomExpField: 'zoom_exp',
unitsPerWidth: 2,
},
resolution: { kind: 'resolution' },
// Wheel-zoomable, open past the f32 floor (~7.5) down to where even the
// df64 emulation runs out of bits (~13) — the collapse IS the demo.
zoom_exp: {
kind: 'slider',
label: 'Zoom 10^-x',
min: 0,
max: 16,
step: 0.05,
value: 4,
wheel: true,
},
fp64: { kind: 'toggle', label: 'fp64 emulation', value: true },
// Escape-time budget — open well past the old baked 96 so deep-zoom
// filaments stay resolved as the escape times grow toward the df64 floor.
max_iter: {
kind: 'slider',
label: 'Iterations',
min: 32,
max: 1024,
step: 16,
value: DEFAULT_ITER,
},
},
};
struct Uniforms {
@align(16) center: DF64Vec2,
resolution: vec2<f32>,
zoom_exp: f32,
fp64: f32,
max_iter: f32,
}
struct VsOut {
@builtin(position) pos: vec4<f32>,
@location(0) uv: vec2<f32>,
}
struct DF64Vec2 {
hi: vec2<f32>,
lo: vec2<f32>,
}
@group(0) @binding(0) var<uniform> u: Uniforms;
@group(0) @binding(1) var _fp64: texture_2d<f32>;
fn escape_f32(cx: f32, cy: f32, iters: u32) -> vec2<f32> {
var _v0: f32 = 0.0;
var _v1: f32 = 0.0;
var _v2: f32 = 0.0;
var _v3: f32 = 0.0;
var _v4: f32 = 0.0;
var _v5: f32 = 0.0;
for (var _v6: u32 = 0u; (_v6 < iters); _v6 = (_v6 + 1u)) {
if ((_v4 > 16.0)) {
break;
}
let _v7 = ((_v2 - _v3) + cx);
_v1 = (((_v0 * _v1) * 2.0) + cy);
_v0 = _v7;
_v5 = (_v5 + 1.0);
_v2 = (_v0 * _v0);
_v3 = (_v1 * _v1);
_v4 = (_v2 + _v3);
}
return vec2<f32>(_v5, _v4);
}
fn escape_f64(cx: vec2<f32>, cy: vec2<f32>, iters: u32) -> vec2<f32> {
let _fp64_g = textureLoad(_fp64, vec2<i32>(0, 0), 0).x;
let _cse0 = vec2<f32>(0.0, 0.0);
var _v0: vec2<f32> = _cse0;
var _v1: vec2<f32> = _cse0;
var _v2: f32 = 0.0;
var _v3: f32 = 0.0;
for (var _v4: u32 = 0u; (_v4 < iters); _v4 = (_v4 + 1u)) {
if ((_v2 > 16.0)) {
break;
}
let _v5 = df64_add(df64_sub(df64_sqr(_v0, _fp64_g), df64_sqr(_v1, _fp64_g), _fp64_g), cx, _fp64_g);
_v1 = df64_add((df64_mul(_v0, _v1, _fp64_g) * 2.0), cy, _fp64_g);
_v0 = _v5;
_v3 = (_v3 + 1.0);
let _v6 = df64_narrow(_v0);
let _v7 = df64_narrow(_v1);
_v2 = ((_v6 * _v6) + (_v7 * _v7));
}
return vec2<f32>(_v3, _v2);
}
@vertex
fn vs_full(@builtin(vertex_index) idx: u32) -> VsOut {
var _av0: vec2<f32> = vec2<f32>(-1.0, -1.0);
if ((idx == 1u)) {
_av0 = vec2<f32>(3.0, -1.0);
} else if ((idx == 2u)) {
_av0 = vec2<f32>(-1.0, 3.0);
}
return VsOut(vec4<f32>(_av0, 0.0, 1.0), vec2<f32>(((_av0.x + 1.0) * 0.5), ((_av0.y + 1.0) * 0.5)));
}
@fragment
fn fs_mandel(vo: VsOut) -> @location(0) vec4<f32> {
let _fp64_g = textureLoad(_fp64, vec2<i32>(0, 0), 0).x;
let _v0 = pow(10.0, (-u.zoom_exp));
let _v1 = (vo.uv.x * 2.0);
let _cse0 = (vo.uv.x < 0.5);
let _v2 = (_v1 - select(1.0, 0.0, _cse0));
let _v3 = ((_v2 - 0.5) * _v0);
let _v4 = (((vo.uv.y - 0.5) * _v0) * ((u.resolution.y / u.resolution.x) * 2.0));
let _v5 = u32(u.max_iter);
var _v6: vec2<f32> = vec2<f32>(0.0, 0.0);
let _cse1 = vec2<f32>(u.center.hi.x, u.center.lo.x);
let _cse2 = vec2<f32>(u.center.hi.y, u.center.lo.y);
if ((_cse0 || (u.fp64 < 0.5))) {
let _v7 = (df64_narrow(_cse1) + _v3);
let _v8 = (df64_narrow(_cse2) + _v4);
_v6 = escape_f32(_v7, _v8, _v5);
} else {
let _v9 = df64_add(_cse1, vec2<f32>(_v3, 0.0), _fp64_g);
let _v10 = df64_add(_cse2, vec2<f32>(_v4, 0.0), _fp64_g);
_v6 = escape_f64(_v9, _v10, _v5);
}
let _v11 = _v6.x;
let _v12 = _v6.y;
let _v13 = ((_v11 - log2(max(log2(max(_v12, 1.0001)), 0.0001))) + 1.0);
let _v14 = step((u.max_iter - 0.5), _v11);
let _v15 = (_v13 / u.max_iter);
let _v16 = (0.82 + (cos((_v13 * 0.55)) * 0.18));
return vec4<f32>(((mix(vec3<f32>(0.03, 0.05, 0.12), vec3<f32>(1.0, 0.83, 0.36), _v15) * _v16) * (1.0 - _v14)), 1.0);
}
fn df64_twoSum(a: f32, b: f32, _fp64_g: f32) -> vec2<f32> {
let _v0 = (a + b);
let _v1 = (((_v0 * _fp64_g) - a) * _fp64_g);
let _v2 = (((a - ((_v0 - _v1) * _fp64_g)) * _fp64_g) + (b - _v1));
return vec2<f32>(_v0, _v2);
}
fn df64_quickTwoSum(a: f32, b: f32, _fp64_g: f32) -> vec2<f32> {
let _v0 = ((a + b) * _fp64_g);
let _v1 = (b - ((_v0 - a) * _fp64_g));
return vec2<f32>(_v0, _v1);
}
fn df64_split(a: f32, _fp64_g: f32) -> vec2<f32> {
let _v0 = (a * (_fp64_g * 4097.0));
let _v1 = ((_v0 * _fp64_g) - (_v0 - a));
let _v2 = ((a * _fp64_g) - _v1);
return vec2<f32>(_v1, _v2);
}
fn df64_twoProd(a: f32, b: f32, _fp64_g: f32) -> vec2<f32> {
let _v0 = (a * b);
let _v1 = df64_split(a, _fp64_g);
let _v2 = df64_split(b, _fp64_g);
let _v3 = (((((_v1.x * _v2.x) - _v0) + (_v1.x * _v2.y)) + (_v1.y * _v2.x)) + (_v1.y * _v2.y));
return vec2<f32>(_v0, _v3);
}
fn df64_twoSqr(a: f32, _fp64_g: f32) -> vec2<f32> {
let _v0 = (a * a);
let _v1 = df64_split(a, _fp64_g);
let _v2 = (((((_v1.x * _v1.x) - _v0) * _fp64_g) + (((_v1.x * _v1.y) * 2.0) * _fp64_g)) + ((_v1.y * _v1.y) * _fp64_g));
return vec2<f32>(_v0, _v2);
}
fn df64_add(a: vec2<f32>, b: vec2<f32>, _fp64_g: f32) -> vec2<f32> {
var _v0: vec2<f32> = df64_twoSum(a.x, b.x, _fp64_g);
let _v1 = df64_twoSum(a.y, b.y, _fp64_g);
_v0.y = (_v0.y + _v1.x);
_v0 = df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);
_v0.y = (_v0.y + _v1.y);
_v0 = df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);
return _v0;
}
fn df64_sub(a: vec2<f32>, b: vec2<f32>, _fp64_g: f32) -> vec2<f32> {
return df64_add(a, (-b), _fp64_g);
}
fn df64_mul(a: vec2<f32>, b: vec2<f32>, _fp64_g: f32) -> vec2<f32> {
var _v0: vec2<f32> = df64_twoProd(a.x, b.x, _fp64_g);
_v0.y = (_v0.y + (a.x * b.y));
_v0 = df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);
_v0.y = (_v0.y + (a.y * b.x));
return df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);
}
fn df64_sqr(a: vec2<f32>, _fp64_g: f32) -> vec2<f32> {
var _v0: vec2<f32> = df64_twoSqr(a.x, _fp64_g);
_v0.y = (_v0.y + ((a.x * a.y) * 2.0));
return df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);
}
fn df64_narrow(a: vec2<f32>) -> f32 {
return (a.x + a.y);
}
#version 300 es
precision highp float;
precision highp int;
out vec2 uv;
void main() {
uint idx = uint(gl_VertexID);
vec2 _av0 = vec2(-1.0, -1.0);
if ((idx == 1u)) {
_av0 = vec2(3.0, -1.0);
} else if ((idx == 2u)) {
_av0 = vec2(-1.0, 3.0);
}
gl_Position = vec4(_av0, 0.0, 1.0);
uv = vec2(((_av0.x + 1.0) * 0.5), ((_av0.y + 1.0) * 0.5));
}
#version 300 es
precision highp float;
precision highp int;
struct DF64Vec2 {
vec2 hi;
vec2 lo;
};
layout(std140) uniform Uniforms {
DF64Vec2 center;
vec2 resolution;
float zoom_exp;
float fp64;
float max_iter;
} u;
uniform highp sampler2D _fp64;
uint _f2u(float x) {
return uint(mix(clamp(x, 0.0, 4294967040.0), 0.0, isnan(x)));
}
vec2 escape_f32(float cx, float cy, uint iters) {
float _v0 = 0.0;
float _v1 = 0.0;
float _v2 = 0.0;
float _v3 = 0.0;
float _v4 = 0.0;
float _v5 = 0.0;
for (uint _v6 = 0u; (_v6 < iters); _v6 = (_v6 + 1u)) {
if ((_v4 > 16.0)) {
break;
}
float _v7 = ((_v2 - _v3) + cx);
_v1 = (((_v0 * _v1) * 2.0) + cy);
_v0 = _v7;
_v5 = (_v5 + 1.0);
_v2 = (_v0 * _v0);
_v3 = (_v1 * _v1);
_v4 = (_v2 + _v3);
}
return vec2(_v5, _v4);
}
vec2 df64_twoSum(float a, float b, float _fp64_g) {
float _v0 = (a + b);
float _v1 = (((_v0 * _fp64_g) - a) * _fp64_g);
float _v2 = (((a - ((_v0 - _v1) * _fp64_g)) * _fp64_g) + (b - _v1));
return vec2(_v0, _v2);
}
vec2 df64_quickTwoSum(float a, float b, float _fp64_g) {
float _v0 = ((a + b) * _fp64_g);
float _v1 = (b - ((_v0 - a) * _fp64_g));
return vec2(_v0, _v1);
}
vec2 df64_add(vec2 a, vec2 b, float _fp64_g) {
vec2 _v0 = df64_twoSum(a.x, b.x, _fp64_g);
vec2 _v1 = df64_twoSum(a.y, b.y, _fp64_g);
_v0.y = (_v0.y + _v1.x);
_v0 = df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);
_v0.y = (_v0.y + _v1.y);
_v0 = df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);
return _v0;
}
vec2 df64_sub(vec2 a, vec2 b, float _fp64_g) {
return df64_add(a, (-b), _fp64_g);
}
vec2 df64_split(float a, float _fp64_g) {
float _v0 = (a * (_fp64_g * 4097.0));
float _v1 = ((_v0 * _fp64_g) - (_v0 - a));
float _v2 = ((a * _fp64_g) - _v1);
return vec2(_v1, _v2);
}
vec2 df64_twoSqr(float a, float _fp64_g) {
float _v0 = (a * a);
vec2 _v1 = df64_split(a, _fp64_g);
float _v2 = (((((_v1.x * _v1.x) - _v0) * _fp64_g) + (((_v1.x * _v1.y) * 2.0) * _fp64_g)) + ((_v1.y * _v1.y) * _fp64_g));
return vec2(_v0, _v2);
}
vec2 df64_sqr(vec2 a, float _fp64_g) {
vec2 _v0 = df64_twoSqr(a.x, _fp64_g);
_v0.y = (_v0.y + ((a.x * a.y) * 2.0));
return df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);
}
vec2 df64_twoProd(float a, float b, float _fp64_g) {
float _v0 = (a * b);
vec2 _v1 = df64_split(a, _fp64_g);
vec2 _v2 = df64_split(b, _fp64_g);
float _v3 = (((((_v1.x * _v2.x) - _v0) + (_v1.x * _v2.y)) + (_v1.y * _v2.x)) + (_v1.y * _v2.y));
return vec2(_v0, _v3);
}
vec2 df64_mul(vec2 a, vec2 b, float _fp64_g) {
vec2 _v0 = df64_twoProd(a.x, b.x, _fp64_g);
_v0.y = (_v0.y + (a.x * b.y));
_v0 = df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);
_v0.y = (_v0.y + (a.y * b.x));
return df64_quickTwoSum(_v0.x, _v0.y, _fp64_g);
}
float df64_narrow(vec2 a) {
return (a.x + a.y);
}
vec2 escape_f64(vec2 cx, vec2 cy, uint iters) {
float _fp64_g = texelFetch(_fp64, ivec2(0, 0), 0).x;
vec2 _cse0 = vec2(0.0, 0.0);
vec2 _v0 = _cse0;
vec2 _v1 = _cse0;
float _v2 = 0.0;
float _v3 = 0.0;
for (uint _v4 = 0u; (_v4 < iters); _v4 = (_v4 + 1u)) {
if ((_v2 > 16.0)) {
break;
}
vec2 _v5 = df64_add(df64_sub(df64_sqr(_v0, _fp64_g), df64_sqr(_v1, _fp64_g), _fp64_g), cx, _fp64_g);
_v1 = df64_add((df64_mul(_v0, _v1, _fp64_g) * 2.0), cy, _fp64_g);
_v0 = _v5;
_v3 = (_v3 + 1.0);
float _v6 = df64_narrow(_v0);
float _v7 = df64_narrow(_v1);
_v2 = ((_v6 * _v6) + (_v7 * _v7));
}
return vec2(_v3, _v2);
}
in vec2 uv;
layout(location = 0) out vec4 _ret;
void main() {
float _fp64_g = texelFetch(_fp64, ivec2(0, 0), 0).x;
float _v0 = pow(10.0, (-u.zoom_exp));
float _v1 = (uv.x * 2.0);
bool _cse0 = (uv.x < 0.5);
float _v2 = (_v1 - (_cse0 ? 0.0 : 1.0));
float _v3 = ((_v2 - 0.5) * _v0);
float _v4 = (((uv.y - 0.5) * _v0) * ((u.resolution.y / u.resolution.x) * 2.0));
uint _v5 = _f2u(u.max_iter);
vec2 _v6 = vec2(0.0, 0.0);
vec2 _cse1 = vec2(u.center.hi.x, u.center.lo.x);
vec2 _cse2 = vec2(u.center.hi.y, u.center.lo.y);
if ((_cse0 || (u.fp64 < 0.5))) {
float _v7 = (df64_narrow(_cse1) + _v3);
float _v8 = (df64_narrow(_cse2) + _v4);
_v6 = escape_f32(_v7, _v8, _v5);
} else {
vec2 _v9 = df64_add(_cse1, vec2(_v3, 0.0), _fp64_g);
vec2 _v10 = df64_add(_cse2, vec2(_v4, 0.0), _fp64_g);
_v6 = escape_f64(_v9, _v10, _v5);
}
float _v11 = _v6.x;
float _v12 = _v6.y;
float _v13 = ((_v11 - log2(max(log2(max(_v12, 1.0001)), 0.0001))) + 1.0);
float _v14 = step((u.max_iter - 0.5), _v11);
float _v15 = (_v13 / u.max_iter);
float _v16 = (0.82 + (cos((_v13 * 0.55)) * 0.18));
_ret = vec4(((mix(vec3(0.03, 0.05, 0.12), vec3(1.0, 0.83, 0.36), _v15) * _v16) * (1.0 - _v14)), 1.0);
}

이 예제를 움직이는 컨트롤에 페이지가 넣을 값이 없어서, 이 페이지에는 그림이 없습니다.

WGSL과 GLSL 탭은 커밋 c66579bf의 컴파일러가 직접 낸 출력입니다. 컴파일러의 출력 검사가 구워 둔 골든 파일에서 그대로 읽어 왔습니다(emit-goldens.test.ts).

이 예제는 fn() 빌더 API로 작성해서 Playground의 편집기가 받지 않습니다.

GitHub의 파일

이 페이지 편집 문제 보고