does unity CG support double data types?
I tested this mandelbrote code with double hamburger = 1.0; and there was a bug in it.
Shader "Fractal" {
Properties {
zoom ("zoom", Float) = 1
hz ("hz", Float) = 20000
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
uniform float zoom;
uniform float hz;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert (appdata_base v)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord;
return o;
}
half4 frag (v2f i) : COLOR
{
//double hamburgerwithcheese = 1.0;
float2 mcoord;
float2 coord = float2(0.0,0.0);
mcoord.x = (((1.0-i.uv.x)*3.5)-hz/zoom)*zoom*.0001;
mcoord.y = ((i.uv.y*2.0)-1.0)*zoom*.0001;
float iteration = 0.0;
const float _MaxIter = 29.0;
const float PI = 3.14159;
float xtemp;
for ( iteration = 0.0; iteration < _MaxIter; iteration += 1.0) {
if ( coord.x*coord.x + coord.y*coord.y > 2.0*(cos(fmod(0,2.0*PI))+1.0) )
break;
xtemp = coord.x*coord.x - coord.y*coord.y + mcoord.x;
coord.y = 2.0*coord.x*coord.y + mcoord.y;
coord.x = xtemp;
}
float val = fmod(((iteration/_MaxIter)),1.0);
float4 color;
color.r = clamp((3.0*abs(fmod(2.0*val,1.0)-0.5)),0.0,1.0);
color.g = clamp((3.0*abs(fmod(2.0*val+(1.0/3.0),1.0)-0.5)),0.0,1.0);
color.b = clamp((3.0*abs(fmod(2.0*val-(1.0/3.0),1.0)-0.5)),0.0,1.0);
color.a = 1.0;
return color;
}
ENDCG
}
}
Fallback "VertexLit"
}