/**
 * Mandelbulber v2, a 3D fractal generator  _%}}i*<.        ____                _______
 * Copyright (C) 2020 Mandelbulber Team   _>]|=||i=i<,     / __ \___  ___ ___  / ___/ /
 *                                        \><||i|=>>%)    / /_/ / _ \/ -_) _ \/ /__/ /__
 * This file is part of Mandelbulber.     )<=i=]=|=i<>    \____/ .__/\__/_//_/\___/____/
 * The project is licensed under GPLv3,   -<>>=|><|||`        /_/
 * see also COPYING file in this folder.    ~+{i%+++
 *
 * Menger Cross Mod1
 * from code by Knighty
 * http://www.fractalforums.com/fragmentarium/
 * cross-menger!-can-anyone-do-this/msg93972/#new

 * This file has been autogenerated by tools/populateUiInformation.php
 * from the file "fractal_menger_cross_mod1.cpp" in the folder formula/definition
 * D O    N O T    E D I T    T H I S    F I L E !
 */

REAL4 MengerCrossMod1Iteration(REAL4 z, __constant sFractalCl *fractal, sExtendedAuxCl *aux)
{
	REAL4 gap = fractal->transformCommon.constantMultiplier000;

	if (fractal->transformCommon.functionEnabledx
			&& aux->i >= fractal->transformCommon.startIterations
			&& aux->i < fractal->transformCommon.stopIterations1)
	{
		z.y = fabs(z.y);
		z.z = fabs(z.z);
		if (fractal->transformCommon.functionEnabledFFalse) z.x = fabs(z.x);
		REAL dot1 = (z.x * -SQRT_3_4_F + z.y * 0.5f) * fractal->transformCommon.scale;
		REAL t = max(0.0f, dot1);
		z.x -= t * -SQRT_3_F - (0.5f * SQRT_3_4_F);

		z.y = fabs(z.y - t);

		if (z.y > z.z)
		{
			REAL temp = z.y;
			z.y = z.z;
			z.z = temp;
		}
		z.y -= 1.5f;
		z -= gap * (REAL4){SQRT_3_4_F, -1.5f, 1.5f, 0.0f};

		if (z.z > z.x)
		{
			REAL temp = z.z;
			z.z = z.x;
			z.x = temp;
		}
		if (fractal->transformCommon.functionEnabledyFalse)
		{
			if (z.x >= 0.0f)
			{
				z.y = max(0.0f, z.y) * fractal->transformCommon.scaleA1;
				z.z = max(0.0f, z.z) * fractal->transformCommon.scaleB1;
			}
		}
		z = Matrix33MulFloat4(fractal->transformCommon.rotationMatrix, z);
		aux->DE *= fractal->analyticDE.scale1; // tweak
	}

	if (fractal->transformCommon.functionEnabledy
			&& aux->i >= fractal->transformCommon.startIterationsA
			&& aux->i < fractal->transformCommon.stopIterationsA)
	{ // CrossMengerTrick
		z.y = fabs(z.y);
		z.z = fabs(z.z);
		if (fractal->transformCommon.functionEnabledzFalse) z.x = fabs(z.x);

		REAL dot1 = (z.x * -SQRT_3_4_F + z.y * 0.5f);
		REAL t = 1.0f * max(0.0f, dot1);
		z.x -= t * -SQRT_3_F;
		if (fractal->transformCommon.functionEnabledXFalse)
			z.y = fabs(z.y) - t;
		else
		{
			z.y = fabs(z.y - t);
		}
		z.x -= SQRT_3_4_F;

		// Choose nearest corner/edge to get translation symmetry (all y & z code)
		REAL dy = 0.0f;
		REAL dz = 0.0f;
		if (z.y > 0.5f && z.z > 0.5f) // if both y & z > 0.5f  then =1.5
		{
			dy = 1.5f;
			dz = 1.5f;
		}
		else if (z.z < z.y)
		{
			dy = 1.5f; // and dz is unchanged
		}
		else
			dz = 1.5f; // and dy is unchanged

		z.y -= dy;
		z.z -= dz;
		z *= fractal->transformCommon.scale3;
		aux->DE *= fractal->transformCommon.scale3;
		z.y += dy;
		z.z += dz;

		z.x += SQRT_3_4_F;

		if (fractal->transformCommon.functionEnabledPFalse)
		{
			z.x = fabs(z.x + fractal->transformCommon.offset) + fractal->transformCommon.offset0;
		}
		if (fractal->transformCommon.functionEnabledRFalse
				&& aux->i >= fractal->transformCommon.startIterationsR
				&& aux->i < fractal->transformCommon.stopIterationsR)
		{
			z = Matrix33MulFloat4(fractal->transformCommon.rotationMatrix2, z);
		}
	}
	return z;
}