feat: Add more fractals
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@@ -43,10 +43,14 @@ pub struct Uniforms {
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/// or reused reference (computed at a slightly different center) still maps
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/// correctly. Added to every pixel's per-pixel offset.
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pub dc_offset: [f32; 2],
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/// Distortion constant `p` for the Phoenix map (`z^2 + c + p·z_{n-1}`);
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/// ignored by other kinds. Kept next to `dc_offset` so both `vec2`s land on
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/// 8-byte boundaries, matching the shader's layout.
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pub phoenix_p: [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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/// Padding to a 16-byte multiple (uniform buffer requirement).
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pub _pad: u32,
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pub _pad: [u32; 3],
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}
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/// Offscreen texture the fractal is rendered into, plus the bind group used to
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