time to draw: | save |
xpos | ypos | ||
xsz | ysz | ||
xres | yres |
ensure square pixels
if it looks weird, increase iteration count. If you get blocky pixels, you've reached the limts of double precision. WebGL version with better precision forthcoming (preview with worse precision).
base iteration |
all color functions take zx and zy and return a component from 0 to 1, except for h, which is an angle in radians
rgb | hcl |
r | h |
g | c |
b | l |
infinity color