Description
Added this...
#group 4D Q-Julia
uniform int jIterations; slider[0,16,100]
uniform float jThreshold; slider[0,10,100]
uniform vec4 jC; slider[(-1,-1,-1,-1),(0.18,0.88,0.24,0.16),(1,1,1,1)789]
-
float DE1(vec3 pos) {
vec4 p = vec4(pos, 0.0);
vec4 dp = vec4(1.0, 0.0,0.0,0.0);
for (int i = 0; i < jIterations; i++) {
dp = 2.0* vec4(p.x*dp.x-dot(p.yzw, dp.yzw), p.x*dp.yzw+dp.x*p.yzw+cross(p.yzw, dp.yzw));
p = vec4(p.x*p.x-dot(p.yzw, p.yzw), vec3(2.0*p.x*p.yzw)) + jC;
float p2 = dot(p,p);
orbitTrap = min(orbitTrap, abs(vec4(p.xyz,p2)));
if (p2 > jThreshold) break;
}
float r = length(p);
return 0.5 * r * log(r) / length(dp);
}
Changed output to this...
return DE1(p)*abs(0.5*sdToBox(p,Offset2, 0.0)/DEfactor-DEoffset);