feat: make amber the default theme
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-1
@@ -15,7 +15,7 @@ const BAILOUT_SQ: f32 = 1.0e6;
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/// Cap on exported image dimension (px), to stay within GPU texture limits.
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/// Cap on exported image dimension (px), to stay within GPU texture limits.
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const MAX_EXPORT_DIM: u32 = 8192 * 16;
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const MAX_EXPORT_DIM: u32 = 8192 * 16;
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/// Palette names; index maps to `palette_id` in the shader.
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/// Palette names; index maps to `palette_id` in the shader.
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const PALETTE_NAMES: &[&str] = &["Rainbow", "Amber", "Ember", "Lime", "Grayscale"];
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const PALETTE_NAMES: &[&str] = &["Amber", "Rainbow", "Ember", "Lime", "Grayscale"];
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#[derive(Clone, Copy, PartialEq, Eq)]
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#[derive(Clone, Copy, PartialEq, Eq)]
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pub enum FractalMode {
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pub enum FractalMode {
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@@ -62,9 +62,9 @@ fn palette(id: u32, t: f32) -> vec3<f32> {
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let a = vec3<f32>(0.5, 0.5, 0.5);
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let a = vec3<f32>(0.5, 0.5, 0.5);
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let b = vec3<f32>(0.5, 0.5, 0.5);
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let b = vec3<f32>(0.5, 0.5, 0.5);
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var c = vec3<f32>(1.0, 1.0, 1.0);
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var c = vec3<f32>(1.0, 1.0, 1.0);
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var d = vec3<f32>(0.00, 0.33, 0.67); // 0: rainbow
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var d = vec3<f32>(0.00, 0.10, 0.20); // 0: amber / blue
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if (id == 1u) {
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if (id == 1u) {
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d = vec3<f32>(0.00, 0.10, 0.20); // amber / blue
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d = vec3<f32>(0.00, 0.33, 0.67); // rainbow
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} else if (id == 2u) {
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} else if (id == 2u) {
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d = vec3<f32>(0.30, 0.20, 0.20); // warm ember
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d = vec3<f32>(0.30, 0.20, 0.20); // warm ember
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} else if (id == 3u) {
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} else if (id == 3u) {
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