WebGL Shader Lab
Progressive Julia Fractal renderer
This example features an image-based approach to render a Julia Fractal.
By calculating each frame from a distortion (f(x)=x²+c) of the previous one,
the self-similarity of the fractal is used to advance the render result.
See an inverted color incrementation in the Fullscreen Version.
If you've got a somewhat powerful graphics card, then watch the Fullscreen Illumination Version.
In this elaborate version there's only one 8 bit channel (red) used to render the fractal.
In a post-processing shader script the gradient vectors of the color patch are used
for a displacement mapping of a spotlight. Finally the light and the fractal get mixed and recolored.
(To calculate soft gradients a shader program calculates a blur texture each frame)