The current 32bit floating point arithmetic produces artifacts at aprox. zoom level 19.
It is possible to use emulated high-precision floating point arithmetic (both double and quadruple), as per https://www.thasler.com/blog/blog/glsl-part5. It should be possible to abstract arithmetic in the mandelbrot code and switch parts of the fragment shader in and out depending on the map's zoom level.
This would allow the render to stay pretty up to zoom level 48 or so.
The current 32bit floating point arithmetic produces artifacts at aprox. zoom level 19.
It is possible to use emulated high-precision floating point arithmetic (both double and quadruple), as per https://www.thasler.com/blog/blog/glsl-part5. It should be possible to abstract arithmetic in the mandelbrot code and switch parts of the fragment shader in and out depending on the map's zoom level.
This would allow the render to stay pretty up to zoom level 48 or so.