#InflectorGadget #maths actually seems to work with a different colouring algorithm. not sure if real or coincidence...
```glsl
#version 300 es
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
out vec4 fragColor;
uniform vec2 resolution;
vec2 cSqr(vec2 z)
{
return vec2(z.x * z.x - z.y * z.y, 2.0 * z.x * z.y);
}
void main(void) {
vec2 z = (gl_FragCoord.xy - resolution.xy * 0.5) / resolution.x * 4.0;
vec2 c[2];
c[0] = vec2(-0.9237192701539101, 0);
c[1] = vec2(-0.8931031149745472, 0);
float m = length(z);
for (int i = 0; i < 1024; ++i)
{
float mz = length(z);
if (mz < m) m = mz;
if (mz > 25.0 || mz < 0.001)
{
break;
}
z = cSqr(z) + c[i & 1];
}
fragColor = vec4(vec3(m < 0.11), 1);
}
```







