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+
+/* Copyright (c) Mark J. Kilgard, 1994. */
+
+/*
+ * (c) Copyright 1993, Silicon Graphics, Inc.
+ * ALL RIGHTS RESERVED 
+ * Permission to use, copy, modify, and distribute this software for 
+ * any purpose and without fee is hereby granted, provided that the above
+ * copyright notice appear in all copies and that both the copyright notice
+ * and this permission notice appear in supporting documentation, and that 
+ * the name of Silicon Graphics, Inc. not be used in advertising
+ * or publicity pertaining to distribution of the software without specific,
+ * written prior permission. 
+ *
+ * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
+ * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
+ * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
+ * FITNESS FOR A PARTICULAR PURPOSE.  IN NO EVENT SHALL SILICON
+ * GRAPHICS, INC.  BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
+ * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
+ * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
+ * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
+ * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC.  HAS BEEN
+ * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
+ * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
+ * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
+ * 
+ * US Government Users Restricted Rights 
+ * Use, duplication, or disclosure by the Government is subject to
+ * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
+ * (c)(1)(ii) of the Rights in Technical Data and Computer Software
+ * clause at DFARS 252.227-7013 and/or in similar or successor
+ * clauses in the FAR or the DOD or NASA FAR Supplement.
+ * Unpublished-- rights reserved under the copyright laws of the
+ * United States.  Contractor/manufacturer is Silicon Graphics,
+ * Inc., 2011 N.  Shoreline Blvd., Mountain View, CA 94039-7311.
+ *
+ * OpenGL(TM) is a trademark of Silicon Graphics, Inc.
+ */
+/*
+ *  dof.c
+ *  This program demonstrates use of the accumulation buffer to
+ *  create an out-of-focus depth-of-field effect.  The teapots
+ *  are drawn several times into the accumulation buffer.  The
+ *  viewing volume is jittered, except at the focal point, where
+ *  the viewing volume is at the same position, each time.  In
+ *  this case, the gold teapot remains in focus.
+ */
+#include <stdlib.h>
+#include <math.h>
+#include <GL/glut.h>
+#include "jitter.h"
+
+#define PI_ 3.14159265358979323846
+
+/*	accFrustum()
+ *  The first 6 arguments are identical to the glFrustum() call.
+ *  
+ *  pixdx and pixdy are anti-alias jitter in pixels. 
+ *  Set both equal to 0.0 for no anti-alias jitter.
+ *  eyedx and eyedy are depth-of field jitter in pixels. 
+ *  Set both equal to 0.0 for no depth of field effects.
+ *
+ *  focus is distance from eye to plane in focus. 
+ *  focus must be greater than, but not equal to 0.0.
+ *
+ *  Note that accFrustum() calls glTranslatef().  You will 
+ *  probably want to insure that your ModelView matrix has been 
+ *  initialized to identity before calling accFrustum().
+ */
+void accFrustum(GLdouble left, GLdouble right, GLdouble bottom, 
+    GLdouble top, GLdouble nnear, GLdouble ffar, GLdouble pixdx, 
+    GLdouble pixdy, GLdouble eyedx, GLdouble eyedy, GLdouble focus)
+{
+    GLdouble xwsize, ywsize; 
+    GLdouble dx, dy;
+    GLint viewport[4];
+
+    glGetIntegerv (GL_VIEWPORT, viewport);
+	
+    xwsize = right - left;
+    ywsize = top - bottom;
+	
+    dx = -(pixdx*xwsize/(GLdouble) viewport[2] + eyedx*nnear/focus);
+    dy = -(pixdy*ywsize/(GLdouble) viewport[3] + eyedy*nnear/focus);
+	
+    glMatrixMode(GL_PROJECTION);
+    glLoadIdentity();
+    glFrustum (left + dx, right + dx, bottom + dy, top + dy, nnear, ffar);
+    glMatrixMode(GL_MODELVIEW);
+    glLoadIdentity();
+    glTranslatef (-eyedx, -eyedy, 0.0);
+}
+
+/*  accPerspective()
+ * 
+ *  The first 4 arguments are identical to the gluPerspective() call.
+ *  pixdx and pixdy are anti-alias jitter in pixels. 
+ *  Set both equal to 0.0 for no anti-alias jitter.
+ *  eyedx and eyedy are depth-of field jitter in pixels. 
+ *  Set both equal to 0.0 for no depth of field effects.
+ *
+ *  focus is distance from eye to plane in focus. 
+ *  focus must be greater than, but not equal to 0.0.
+ *
+ *  Note that accPerspective() calls accFrustum().
+ */
+void accPerspective(GLdouble fovy, GLdouble aspect, 
+    GLdouble nnear, GLdouble ffar, GLdouble pixdx, GLdouble pixdy, 
+    GLdouble eyedx, GLdouble eyedy, GLdouble focus)
+{
+    GLdouble fov2,left,right,bottom,top;
+
+    fov2 = ((fovy*PI_) / 180.0) / 2.0;
+
+    top = nnear / (cos(fov2) / sin(fov2));
+    bottom = -top;
+
+    right = top * aspect;
+    left = -right;
+
+    accFrustum (left, right, bottom, top, nnear, ffar,
+	pixdx, pixdy, eyedx, eyedy, focus);
+}
+
+void myinit(void)
+{
+    GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 };
+    GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
+    GLfloat position[] = { 0.0, 3.0, 3.0, 0.0 };
+    
+    GLfloat lmodel_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
+    GLfloat local_view[] = { 0.0 };
+
+    glEnable(GL_DEPTH_TEST);
+    glDepthFunc(GL_LESS);
+
+    glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
+    glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
+    glLightfv(GL_LIGHT0, GL_POSITION, position);
+    
+    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+    glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);
+
+    glFrontFace (GL_CW);
+    glEnable(GL_LIGHTING);
+    glEnable(GL_LIGHT0);
+    glEnable(GL_AUTO_NORMAL);
+    glEnable(GL_NORMALIZE);
+
+    glMatrixMode (GL_MODELVIEW);
+    glLoadIdentity ();
+
+    glClearColor(0.0, 0.0, 0.0, 0.0);
+    glClearAccum(0.0, 0.0, 0.0, 0.0);
+}
+
+void renderTeapot (GLfloat x, GLfloat y, GLfloat z, 
+    GLfloat ambr, GLfloat ambg, GLfloat ambb, 
+    GLfloat difr, GLfloat difg, GLfloat difb, 
+    GLfloat specr, GLfloat specg, GLfloat specb, GLfloat shine)
+{
+    float mat[4];
+
+    glPushMatrix();
+    glTranslatef (x, y, z);
+    mat[0] = ambr; mat[1] = ambg; mat[2] = ambb; mat[3] = 1.0;	
+    glMaterialfv (GL_FRONT, GL_AMBIENT, mat);
+    mat[0] = difr; mat[1] = difg; mat[2] = difb;	
+    glMaterialfv (GL_FRONT, GL_DIFFUSE, mat);
+    mat[0] = specr; mat[1] = specg; mat[2] = specb;
+    glMaterialfv (GL_FRONT, GL_SPECULAR, mat);
+    glMaterialf (GL_FRONT, GL_SHININESS, shine*128.0);
+    glutSolidTeapot(0.5);
+    glPopMatrix();
+}
+
+/*  display() draws 5 teapots into the accumulation buffer 
+ *  several times; each time with a jittered perspective.
+ *  The focal point is at z = 5.0, so the gold teapot will 
+ *  stay in focus.  The amount of jitter is adjusted by the
+ *  magnitude of the accPerspective() jitter; in this example, 0.33.
+ *  In this example, the teapots are drawn 8 times.  See jitter.h
+ */
+void display(void)
+{
+    int jitter;
+    GLint viewport[4];
+
+    glGetIntegerv (GL_VIEWPORT, viewport);
+    glClear(GL_ACCUM_BUFFER_BIT);
+
+    for (jitter = 0; jitter < 8; jitter++) {
+	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+	accPerspective (45.0, 
+		(GLdouble) viewport[2]/(GLdouble) viewport[3], 
+		1.0, 15.0, 0.0, 0.0,
+		0.33*j8[jitter].x, 0.33*j8[jitter].y, 5.0);
+/*	ruby, gold, silver, emerald, and cyan teapots	*/
+	renderTeapot (-1.1, -0.5, -4.5, 0.1745, 0.01175, 0.01175,
+	    0.61424, 0.04136, 0.04136, 0.727811, 0.626959, 0.626959, 0.6);
+	renderTeapot (-0.5, -0.5, -5.0, 0.24725, 0.1995, 0.0745,
+	    0.75164, 0.60648, 0.22648, 0.628281, 0.555802, 0.366065, 0.4);
+	renderTeapot (0.2, -0.5, -5.5, 0.19225, 0.19225, 0.19225,
+	    0.50754, 0.50754, 0.50754, 0.508273, 0.508273, 0.508273, 0.4);
+	renderTeapot (1.0, -0.5, -6.0, 0.0215, 0.1745, 0.0215, 
+	    0.07568, 0.61424, 0.07568, 0.633, 0.727811, 0.633, 0.6);
+	renderTeapot (1.8, -0.5, -6.5, 0.0, 0.1, 0.06, 0.0, 0.50980392, 
+	    0.50980392, 0.50196078, 0.50196078, 0.50196078, .25);
+	glAccum (GL_ACCUM, 0.125);
+    }
+
+    glAccum (GL_RETURN, 1.0);
+    glFlush();
+}
+
+void myReshape(int w, int h)
+{
+    glViewport(0, 0, w, h);
+}
+
+/*  Main Loop
+ *  Open window with initial window size, title bar, 
+ *  RGBA display mode, depth buffer, and handle input events.
+ */
+int main(int argc, char** argv)
+{
+    glutInit(&argc, argv);
+    glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB
+			| GLUT_ACCUM | GLUT_DEPTH);
+    glutCreateWindow (argv[0]);
+    myinit();
+    glutReshapeFunc(myReshape);
+    glutDisplayFunc(display);
+    glutMainLoop();
+    return 0;             /* ANSI C requires main to return int. */
+}
+