BTW some of my sliders are not set uo properly but the spinboxes all work
So evaluating . frag progress so far
// Output generated from file: D:/fragmentarium/AboxModKaliEiffie6.frag
// Created: Fri Nov 25 00:29:01 2016
#info Mandelbox Distance Estimator (Rrrola's version).
#define providesInit
#include "DE-Raytracer.frag"
#include "MathUtils.frag"
#group AboxModKaliEiffie
this is the tab name that appears on the UI for the fractal parameters
/*
The distance estimator below was originalled devised by Buddhi.
This optimized version was created by Rrrola (Jan Kadlec),
http://rrrola.wz.cz/See this thread for more info:
http://www.fractalforums.com/3d-fractal-generation/a-mandelbox-distance-estimate-formula/15/*/
uniform bool swapXZ; checkbox[false]
enable eiffie's XZ swizzleuniform bool swapXY; checkbox[false]
enable eiffie's XY swizzleadd another uniform bool foldB; checkbox[false] original KaliBox fold// Number of fractal iterations.
uniform int Iterations; slider[0,17,300]
hmmm ? 17 is too low . 60 should be safeuniform float Bailout; slider[0,100,1000]
uniform int ColorIterations; slider[0,3,300]
uniform vec3 Offset1; slider[(-5.0,-5.0,-5.0),(1.0,1.0,1.0),(5.0,5.0,5.0)]
for the tglad folduniform float MinRad2; slider[0,0.25,2.0]
uniform float Scale; slider[-5.0,2.0,5.0]
vec4 scale = vec4(Scale, Scale, Scale, abs(Scale)) / MinRad2;
vec4!! the internal DE calc is p.w of p = vec4 (pos, DE) sort of thinguniform vec3 c3Mul; slider[(-5.0,-5.0,-5.0),(1.0,1.0,1.0),(5.0,5.0,5.0)]
this is the scale factor applied to c (the original coordinates of the point being iterated, addCpixel)uniform vec3 cJ; slider[(-5.0,-5.0,-5.0),(0.0,0.0,0.0),(5.0,5.0,5.0)]
julia constant or add_ an_offset.// then we have a rotate about a vector by angle, (I will add a 3D matrix rotation)uniform vec3 RotVector; slider[(0,0,0),(1,1,1),(1,1,1)]
uniform float RotAngle; slider[0.00,0,180]
mat3 rot;
void init() {
rot = rotationMatrix3(normalize(RotVector), RotAngle);
}
// this is part of the distance estimation, I have yet to evaluate this additional maths, but I think it may give a better render , hmmm?float absScalem1 = abs(Scale - 1.0);
float AbsScaleRaisedTo1mIters = pow(abs(Scale), float(1-Iterations));
float Dd = 1.0;
That is the initial conditions , next the Iteration Loop