Mandelbrot in OpenGL and something else in OpenCL
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#version 330
uniform float rotation;
in vec2 pos;
in vec2 start;
out vec4 fragColor;
void main(){
vec2 z = start;
int i = 0;
for (i = 0; i < 30; i++) {
vec2 zsq = z*z;
if(zsq.x + zsq.y > 16.0) break;
float t = zsq.x - zsq.y + pos.x;
z.y = 2.0*z.x*z.y + pos.y;
z.x = t;
}
fragColor = vec4(float(i) / 30.0);
fragColor.bg = 0.5 * sin(z) + 0.5;
}