declare const _default: "precision highp float;\n\nuniform mat3 translation_matrix;\nuniform float angleOffset;\nuniform float maximumIterations;\n\nvarying vec2 fragCoord;\n\nvoid main(){\n\n    vec3 coordinate = translation_matrix * vec3(fragCoord, 1.0);\n\n    float x0 = coordinate.x;\n    float y0 = coordinate.y;\n    float x = 0.0;\n    float y = 0.0;\n    \n    float numIterations = 0.0;\n    for(float iter = 0.0; iter < 1000.0; iter++){\n        \n        if(x*x + y*y > 4.0){\n            break;\n        }\n        if(numIterations >= maximumIterations){\n            break;\n        }\n        float xtemp = x*x -y*y + x0;\n        y = 2.0 * x * y + y0;\n        x = xtemp;\n        numIterations++;\n    }\n    \n    vec3 color;\n    if(numIterations < maximumIterations){\n        float log_zn = log(x*x + y*y) / 2.0;\n        float nu = log(log_zn / log(2.0))/log(2.0);\n\n        numIterations = numIterations + 1.0 - nu;\n\n        float color1Ratio = numIterations / maximumIterations * 50.0 + angleOffset;\n        vec3 color1 = vec3( sin(color1Ratio) *0.5 + 0.5, sin(color1Ratio + 2.09437866667 ) *0.5 + 0.5, sin(color1Ratio- 2.09437866667) *0.5 + 0.5);\n\n        float color2Ratio = (numIterations * 1.0)/ maximumIterations * 50.0 + angleOffset;\n        vec3 color2 = vec3(sin(color2Ratio) *0.5 + 0.5, sin(color2Ratio + 2.09437866667 ) *0.5 + 0.5, sin(color2Ratio- 2.09437866667) *0.5 + 0.5);\n\n        float ratio = fract(numIterations);\n        color = ratio * color1 + (1.0-ratio) * color2; \n\n        \n\n    }else{\n        color = vec3(0.0,0.0,0.0);\n    }\n    gl_FragColor = vec4(color, 1.0);\n}";
export default _default;
