6 layout(points, max_vertices = 1) out;
10 uniform
double radius;
11 uniform
double aspect;
25 bool escaped = ! (cne1[0].w <= 0.0);
27 double z2 =
cmag2(zdz1[0].xy);
28 double logz2 = double(log(
float(z2)));
29 float i =
float(1.0 + cne1[0].z - clamp(
double(log2(
float(logz2 / loger2))), 0.00001, 0.99999));
32 float d =
float(logz2 * sqrt(z2 / dz2) * pxs);
36 ida1 = vec3(i, 0.0, d);
37 gl_Position = vec4(vec2((cne1[0].xy - center) / radius * dvec2(aspect, 1.0)), 0.0, 1.0);