
More work done on fractal program + download link
New features: Custom Julia Set position! Input a custom position or middle mouse click anywhere to set the position. Middle mouse click somewhere with the Mandelbrot set active, and then switch the Fractal Type to Julia, and you'll get a Julia set with similar properties to that location on the Mandelbrot set! Custom color ramp Choose any PNG file on your computer to be used as the color ramp. The program will use the top row of pixels from that image as the color ramp to be

C++ Escape Time Fractal Program - Improvements
I took a week or so break from coding (Guilty Gear Strive is addicting!) but a couple of days ago I got back into working on the fractal program and I got reimmersed in the project. In around 8 to 10 hours of work I made the following improvements: Transformation of the output values of the fractal function Improvements include outputting relative to the number of iterations so that when you increase iterations, existing values stay the same. I also added a logarithmic functi


1 Week of C++ practice: Escape time fractal renderer
Features: Multithreading Runs drawing code off the main thread. Drawing code is split into a number of threads (the constant is currently set to 16). Each thread draws a line at a time; the line starts at the thread index and once a line is done, it moves thread count lines ahead; interleaving the lines like this prevents issues where some threads are likely to have much more work on them because the pixels where more iterations are performed tend to be grouped into specific

Shaders made when working at Unity
I did a few advanced shaders when I was working at Unity during some of my free time in order to test Shadergraph's functionality. Most of these were made in Shadergraph with HLSL code to handle the more complicated functionality. Here are a few I made: Decal blend shadergraph Using decals, you did not at the time have access to the underlying normals; to test the position node in Decal shaders being fixed, I did some clever blending of redirected normals on top of the geomet