feat: improve UI/UX
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@@ -50,7 +50,7 @@ fn color_differs(a: &Uniforms, b: &Uniforms) -> bool {
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|| a.color_scale != b.color_scale
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|| a.palette_id != b.palette_id
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|| a.shadow_palette_id != b.shadow_palette_id
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|| a.shadow != b.shadow
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|| a.rendering_mode != b.rendering_mode
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}
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/// GPU-side view + coloring parameters. Layout must match `Uniforms` in the
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@@ -93,14 +93,11 @@ pub struct Uniforms {
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pub complex_power: [f32; 2],
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/// 0 = escape-time coloring, 1 = distance-estimation shading.
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pub de_coloring: u32,
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// 0 = classic colors, 1 = shadows
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pub shadow: u32,
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// 0 = classic colors, 1 = 3D raymarching rendering
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pub dimension3: u32,
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pub _pad2: [u32; 3],
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// 0 = classic colors, 1 = shadows, 2 = 3D raymarching rendering
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pub rendering_mode: u32,
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// camera direction vector
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pub camera_direction: [f32; 3],
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pub _pad3: [u32; 1],
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pub _pad2: [u32; 1],
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/// Inverse of the camera's view-projection matrix (column-major), for
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/// reconstructing a world-space ray origin per pixel in the raymarcher.
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pub camera_inv_proj: [f32; 16],
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