float zx2 = zx * zx;
float zy2 = zy * zy;
if (zx2 * zy2 > 4.0) {
- float index = 1.0 - float(iter) / float(maxiter);
- f_color = vec4(index, index * 0.5, index, index * 0.5);
+ float index = float(iter) / float(maxiter);
+ f_color = vec4(index, 0.1, 0.5 - index / 2, 0.8 - index);
return;
}
zy = zx * zy * 2.0 + c.y;
bounds: &Cube,
mandel_w: f32) {
let mut z0 = [mandel_w, 0f32];
- let zres = 50;
+ let zres = 30;
let zmin = bounds.zmin;
let zmax = bounds.zmax;
let zstep = (zmax - zmin) / zres as f32;
let mut zy = zmin;
- for _ in 0..zres {
+ // zres + 1 to reach the other face of the cube (fencepost error)
+ for _ in 0..(zres + 1) {
z0[1] = zy;
zy += zstep;
xmax: 0.7,
ymin: -1.0,
ymax: 1.0,
- zmin: -1.2,
- zmax: 1.2,
+ zmin: -1.1,
+ zmax: 1.1,
};
// Vary the wow factor to slice the Mandelwow along its 4th dimension.