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Iterated function systems with cube maps

Recently I've been revisiting the code from my Monotone, extending it to use OpenGL cube maps to store the feedback texture instead of nonlinear warping in a regular texture. This means I can use Möebius transformations instead of simple similarities and still avoid excessively bad blurriness and edge artifacts. I've been toying with colour too: but unlike the chaos game algorithm for fractal flames (which can colour according to a "hidden" parameter, leading to interesting and dynamic colour structures), the texture feedback mechanism I'm using can only cope with "structural" RGB colours (with an alpha channel for overall brightness). A 4x4 colour matrix seems to be more interesting than the off-white multipliers I was using to start with.

Some videos: