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Text File  |  2002-10-07  |  802 b   |  25 lines

  1. // VirtuaLight VIB-Structure
  2.  
  3. ReadArchive "defshaders.vs"
  4.  
  5. Camera [ (-0.5,1.5,-2.5),(0,0.5,0),(0,1,0) FieldOfView 45 Format(320, 240) FrameAspectRatio 4/3 ]
  6.  
  7. Background '.098039, .098039, .392157'*0.9
  8.  
  9. PointLight [ (-50,50, -50) Intensity i ]
  10. PointLight [ (55,40, -40) Intensity i ]
  11. PointLight [ (-20,40, 55) Intensity i/4 LightingAttributes SPECULAR ]
  12.  
  13. Declare sx = (2/3)*(cos(u)*cos(2*v)+sqrt(2)*sin(u)*cos(v))*cos(u)/(sqrt(2)-sin(2*u)*sin(3*v))
  14. Declare sy = (2/3)*(cos(u)*sin(2*v)-sqrt(2)*sin(u)*sin(v))*cos(u)/(sqrt(2)-sin(2*u)*sin(3*v))
  15. Declare sz = sqrt(2)*cos(u)^2/(sqrt(2)-sin(2*u)*sin(2*v))
  16.  
  17. Shape [
  18.  ParametricSurface(sx, sy, sz)
  19.  RenderBound(-PI_TWO, -PI_TWO, PI_TWO, PI_TWO)
  20.  ShapeSubdivisions(50, 50, 40)
  21.  primitive
  22. ]
  23.  
  24. Shape [ Disk((0,-2,0), (0,1,0), 500) ground ]
  25.