 
 void main() {
 	float iter = 150.0;
-	float scale = 1.25;
+	float scale = 1.50;
 	
 	float aspect = u_resolution.x / u_resolution.y;
 	

	
	c.x *= aspect;
	
	vec2 c_orig = c;
	
	float i;
	

		if ((c.x * c.x) + (c.y * c.y) > 4.0) break;
	}
	
	vec4 color;
	float ratio = i / iter;
	float peak = 0.750;
	float peak_i = 1.0 - peak;
	
	vec3 rgb_falloff = vec3(
		2.0,
		1.0,
		1.0
	);
	
	if (ratio < peak) {
		color = vec4(
			clamp(1.0 - (peak - ratio) / (peak / rgb_falloff.x), 0.0, 1.0),
			clamp(1.0 - (peak - ratio) / (peak / rgb_falloff.y), 0.0, 1.0),
			clamp(1.0 - (peak - ratio) / (peak / rgb_falloff.z), 0.0, 1.0),
			1.0
		);
	}
	else {
		color = vec4(
			clamp(1.0 + (peak - ratio) / (peak_i / rgb_falloff.x), 0.0, 1.0),
			clamp(1.0 + (peak - ratio) / (peak_i / rgb_falloff.y), 0.0, 1.0),
			clamp(1.0 + (peak - ratio) / (peak_i / rgb_falloff.z), 0.0, 1.0),
			1.0
		);
	}
	
	gl_FragColor = color;
}
