head	1.2;
access;
symbols
	netbsd-5-2-3-RELEASE:1.1.1.1.2.1
	netbsd-5-1-5-RELEASE:1.1.1.1.2.1
	riastradh-xf86-video-intel-2-7-1-pre-2-21-15:1.2
	riastradh-drm2-base:1.2
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	netbsd-5-1-RC2:1.1.1.1.2.1
	netbsd-5-1-RC1:1.1.1.1.2.1
	netbsd-5-0-2-RELEASE:1.1.1.1
	netbsd-5-0-1-RELEASE:1.1.1.1
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	netbsd-5-0-RC4:1.1.1.1
	netbsd-5-0-RC3:1.1.1.1
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	netbsd-5-0-RC1:1.1.1.1
	netbsd-5:1.1.1.1.0.2
	netbsd-5-base:1.1.1.1
	MesaDemos-7-0-3:1.1.1.1
	xorg:1.1.1;
locks; strict;
comment	@# @;


1.2
date	2009.06.11.01.04.30;	author mrg;	state dead;
branches;
next	1.1;

1.1
date	2008.07.29.05.07.11;	author mrg;	state Exp;
branches
	1.1.1.1;
next	;

1.1.1.1
date	2008.07.29.05.07.11;	author mrg;	state Exp;
branches
	1.1.1.1.2.1;
next	;

1.1.1.1.2.1
date	2009.09.17.03.31.59;	author snj;	state dead;
branches;
next	;


desc
@@


1.2
log
@merge MesaDemos 7.4.2
@
text
@//
// Fragment shader for drawing the Mandelbrot set
//
// Authors: Dave Baldwin, Steve Koren, Randi Rost
//          based on a shader by Michael Rivero
//
// Copyright (c) 2002-2005: 3Dlabs, Inc.
//
// See 3Dlabs-License.txt for license information
//

varying vec3  Position;
varying float LightIntensity;

uniform float MaxIterations;
uniform float Zoom;
uniform float Xcenter;
uniform float Ycenter;
uniform vec3  InnerColor;
uniform vec3  OuterColor1;
uniform vec3  OuterColor2;

void main()
{
    float   real  = Position.x * Zoom + Xcenter;
    float   imag  = Position.y * Zoom + Ycenter;
    float   Creal = real;   // Change this line...
    float   Cimag = imag;   // ...and this one to get a Julia set

    float r2 = 0.0;
    float iter;

//    for (iter = 0.0; iter < MaxIterations && r2 < 4.0; ++iter)
    for (iter = 0.0; iter < 12 && r2 < 4.0; ++iter)
    {
        float tempreal = real;

        real = (tempreal * tempreal) - (imag * imag) + Creal;
        imag = 2.0 * tempreal * imag + Cimag;
        r2   = (real * real) + (imag * imag);
    }

    // Base the color on the number of iterations

    vec3 color;

    if (r2 < 4.0)
        color = InnerColor;
    else
        color = mix(OuterColor1, OuterColor2, fract(iter * 0.05));

    color *= LightIntensity;

    gl_FragColor = vec4(color, 1.0);
}
@


1.1
log
@Initial revision
@
text
@@


1.1.1.1
log
@initial import of MesaDemos-7.0.3
@
text
@@


1.1.1.1.2.1
log
@Apply patch (requested by mrg in ticket #958):
Bring over X.Org updates from HEAD.
@
text
@@

