/* Copyright (c) 2019 The Khronos Group Inc. Use of this source code is governed by an MIT-style license that can be found in the LICENSE.txt file. */ #ifdef GL_ES precision mediump float; #endif varying vec4 color; const float ln2 = 0.69314718055994530941723212145818; void main (void) { float x = (color.r + 0.01) / 1.01; float y = 0.0; float z; // x-1 / x+1 int n = 50; // ln(x) = 2[x-1 + 1 (x-1)^3 + 1 (x-1)^5 + ...] for x > 0 // [x+1 3 (x+1) 5 (x+1) ] // Note: z will always be negative between 0.01 and 1.0 and // so will y since it is raised to an odd power, and the shader spec // does not support pow(-x, y) where y is not a compile time constant z = abs((x - 1.0) / (x + 1.0)); float p = z; for(int i = 1; i <= 101; i += 2) { y += p / float(i); p *= z * z; } y *= -2.0 / ln2; gl_FragColor = vec4(y / -8.0, 0.0, 0.0, 1.0); }