The scenes for this series of experiments are organised into a  number
of main groups identified by an alphabetic character  normaly followed
by a two digit number giving the first function that will be  used  by
the shader.  In a few cases there is an alphabetic character following
the two digits, these represent closely related variants of the series
with the same initial letter that have been introduced after the  main
series were created.

Exceptions to the above are the J and K groups in which the two digits
are replaced by 'nn' and the X groups where the pair of digits is just
a sub-group id.

In the majority of cases,  where  the pair of digits give the starting
function id, these will be 01, 21, 41, 61 or 81 but only the 01 series
is present by default in the main scene folder.  If  you  want to have
direct access to the other starting points copy the corresponding  set
of scenes from its zip file. See the "All Scenes" text file for how to
do this.

The major groups of scenes are

   A - Scenes showing the results of each function in turn.
       Separate scenes are defined for each of the possible
       ways to colour the output using the simple coourring 
       schemes. The image is static.

   B - As A but using the texture based colouring schemes.

   C - As A but the phase of the result varies linearly with
       time causing the colouring to be dynamic.

   D - As C but the domain is rotated by 90 degrees and the
       scale has been changed to zoom out slightly 

   E - As C but using the texture based colouring schemes.

   F - As A but each function is iterated up to 6 times, i.e.
       instead of just calculating f(z) the functions f(f(z))
       up to f(f(f(f(f(f(z)))))) are also calculated.

   G - As F but using the texture based colouring schemes.

   H - As F but the phase of the result is varied, as per C.

   I - As H but using the texture based colouring schemes.

   J - As H but for selected functions only which are now
       iterated up to 16 times.

   K - As J but using the texture based colouring schemes.

   L - As C but the central unit square or disc is trimmed
       and rescaled to fit one axis of the screen.

   M - As L but different scaling factors are used for  the
       x and y axes so that the trimmed are fits the screen
       in both directions.

   N - As C but with variations on how contours are shown.  

   O - As C but using the image as a dance floor.

   P - As C but using 5 copies of the image to create a room
       with the front side missing.

   Q - As P but using 6 copies of the image as a transparent
       box containing the performers.

   R - As Q but with contours suppressed.

   X - Miscellaneous examples. 

Of these A to N simply explore various settings of the shader's  control
parameters. Refer to the shader's source for details of these parameters
and to the "File names and data panel" text file for  how  to  determine
the main parameter settings used by a scene.

The groups O to Q begin to explore using the shader in  other  settings.
These are all quite straightforward uses and are primarily  supplied  as
examples rather than finished scenes. For more finished examples see the
non-experimental "The Emu = Tunnels" scenes some of which also make  use
of the the Complex Functions shader.  The  P, Q and R scenes are almost,
but not quite, fully worked out final products.
