in src/Algorithm/fractals.c [468:475]
vec3 rayDirection(vec2 pixel)
{
vec2 p = (0.5 * size - pixel) / vec2(size.x, -size.y);
p.x *= aspectRatio;
vec3 d = (p.x * u + p.y * v - cameraFocalLength * w);
return normalize(cameraRotation * d);
}