As an excuse to play with WebGL I decided to finally got around to playing with the Mandelbrot and Julia set. There’s a live demo at the end of the post, the zoom control/mouse movement needs some work but the basic idea works great.

Links

A couple of useful places I used as reference :
Ozone3D – The Mandelbrot Set: Colors of Infinity
Fractals: Useful Beauty
dat.GUI – A great JavaScript GUI

The Shader Code

Vertex Shader

Really simple, all we need is a fullscreen quad with smooth UV’s.

attribute vec3 vtx_pos;
attribute vec2 vtx_uv;

varying vec2 texcoord;

void main(void)
{
    texcoord = vtx_uv;
    gl_Position = vec4(vtx_pos, 1.0);
}
Mandelbrot Set Fragment Shader

This one is very similar to the code in Ozone3D’s tutorial, I basically copied it for the most part (there’s only so many ways to skin a cat anyway).

The most notable aspect is MAX_ITER, which I replace with the actual iteration value before I compile the shader code. This was to get around the limitation of most webgl implementations which disallow you from using non-constant loop conditions, as they will be unrolled. This isn’t very convenient for real time display of any possible iteration size, so I simply recompile the shader when the iteration size changes.

Note that the “uniform vec2 c” uniform isn’t used here, it’s just there to keep the uniform layout identical for both shaders (I’m lazy and it’s just a demo).

Finally, I use a 1D texture (passed in through a 2D sampler, but the actual texture is only 1 pixel tall) to lookup the expected colour based on the iteration level.

#define iterations MAX_ITER

precision highp float;

varying vec2 texcoord;

uniform sampler2D gradientSampler;
uniform vec2 center;
uniform float zoom;
uniform vec2 c;

void main(void)
{
    // Mandelbrot
    vec2 C = vec2(1.0, 0.75) * (texcoord - vec2(0.5, 0.5)) * vec2(zoom, zoom) - center;
    vec2 z = C;

    gl_FragColor = vec4(0,0,0,1);

    for(float i = 0.0; i < float(iterations); i += 1.0)
    {
        z = vec2( z.x*z.x - z.y*z.y, 2.0 * z.x * z.y) + C;

        if(dot(z,z) > 4.0)
        {
            gl_FragColor = texture2D(gradientSampler, vec2(i / float(iterations), 0.5));
            break;
        }
    }
}
Julia Set Fragment Shader

The base code is identical to the Mandelbrot shader, except now we can pass in the desired complex parameter through c.

I can’t explain the maths as well as the pages I referenced earlier; but the main change is now the smooth UVs of the fullscreen quad are now assigned to Z instead of C, as the complex parameter is now a user defined constant and Z varies.

#define iterations MAX_ITER

precision highp float;

varying vec2 texcoord;

uniform sampler2D gradientSampler;
uniform vec2 center;
uniform float zoom;
uniform vec2 c;

void main(void)
{
    // Julia
    vec2 z = vec2(1.0, 0.75) * (texcoord - vec2(0.5, 0.5)) * vec2(zoom, zoom) - center;

    gl_FragColor = vec4(0,0,0,1);

    for(float i = 0.0; i < float(iterations); i += 1.0)
    {
        z = vec2( z.x*z.x - z.y*z.y, 2.0 * z.x * z.y) + c;
        if(dot(z,z) > 4.0)
        {
            gl_FragColor = texture2D(gradientSampler, vec2(i / float(iterations), 0.5));
            break;
        }
    }
}

The Live Demo (full page demo)

  • Toggle between the Mandelbrot/Julia set.
  • Use the zoom control to zoom in (this isn’t ideal).
  • Expect slow down on high iterations.
  • If you want to tinker around with the code then I apologise for how messy it is, it’s my very first adventure into JavaScript and I kept bolting more stuff onto it until I ended up with this.

ToDo

The Ozone3D page mentions that “a better approach is to use a multipass algorithm.”, which is next in line for this project.

It would also be cool to choose a complex parameter for the Julia set by clicking on the Mandelbrot itself, as both sets are connected.