summaryrefslogtreecommitdiff
path: root/progs/glsl/CH18-mandel.frag.txt
diff options
context:
space:
mode:
authorBrian Paul <brian.paul@tungstengraphics.com>2008-08-16 09:36:46 -0600
committerBrian Paul <brian.paul@tungstengraphics.com>2008-08-16 09:36:46 -0600
commitc0dd9122fdedd4bcab5bc0b3bbb490e6b62fac83 (patch)
treeac114b79c5790b10c0a8904ca79dfea5480c5617 /progs/glsl/CH18-mandel.frag.txt
parentce00d232f3c01c71fb659568e9b58da1f24b2519 (diff)
remove .txt suffix from shader source files
Diffstat (limited to 'progs/glsl/CH18-mandel.frag.txt')
-rw-r--r--progs/glsl/CH18-mandel.frag.txt55
1 files changed, 0 insertions, 55 deletions
diff --git a/progs/glsl/CH18-mandel.frag.txt b/progs/glsl/CH18-mandel.frag.txt
deleted file mode 100644
index a472d81252..0000000000
--- a/progs/glsl/CH18-mandel.frag.txt
+++ /dev/null
@@ -1,55 +0,0 @@
-//
-// 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);
-}