# Heavy computing with GLSL – Part 5: Emulated quadruple precision

It's been a while since my last post about the wonders of modern GPU computing with GLSL but the following concept really took a lot of time to get it to work as intended. Today I'm going to introduce emulated quadruple floating point precision (quad-single-precision) with GLSL. I will use the well-known mandelbrot set to demonstrate the concept. The sourcecode is available as usual. … [read more →]