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Each pixel is a complex number. The shader iterates z ← zp + c until |z| escapes. In the Mandelbrot view, c is the pixel. In the Julia view, c is fixed and the pixel is the starting z. That's why the mini-map shows one while you explore the other.
Relief lighting comes from the derivative dz, carried through every iteration. It's the same quantity that gives a distance estimate to the set, which drives the Glow style. Colour uses a normalised escape count, so there's no banding at any power.
The image refines over several frames with jittered sub-pixel samples, and drops resolution while you move so it stays fluid. Coordinates are 32-bit floats on the GPU, which hold detail to about 104× zoom. The precision meter shows how close you are to that limit.
Every setting lives in the URL, so a link reproduces exactly what you see.