in src/Algorithm/fractals.c [659:682]
void main()
{
vec4 color = vec4(0.0);
float n = 0.0;
cameraRotation = rotationMatrixVector(v, 180.0 - cameraYaw) * rotationMatrixVector(u, -cameraPitch) * rotationMatrixVector(w, cameraRoll);
#ifdef antialiasing
for (float x = 0.0; x < 1.0; x += float(antialiasing)) {
for (float y = 0.0; y < 1.0; y += float(antialiasing)) {
color += render(gl_FragCoord.xy + vec2(x, y));
n += 1.0;
}
}
color /= n;
#else
color = render(gl_FragCoord.xy);
#endif
if (color.a < 0.00392) discard; // Less than 1/255
gl_FragColor = vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
}