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- // VirtuaLight VIB-Structure
-
- ReadArchive "defshaders.vs"
-
- Camera [ (-0.5,1.5,-2.5),(0,0.5,0),(0,1,0) FieldOfView 45 Format(320, 240) FrameAspectRatio 4/3 ]
-
- Background '.098039, .098039, .392157'*0.9
-
- PointLight [ (-50,50, -50) Intensity i ]
- PointLight [ (55,40, -40) Intensity i ]
- PointLight [ (-20,40, 55) Intensity i/4 LightingAttributes SPECULAR ]
-
- 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))
- 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))
- Declare sz = sqrt(2)*cos(u)^2/(sqrt(2)-sin(2*u)*sin(2*v))
-
- Shape [
- ParametricSurface(sx, sy, sz)
- RenderBound(-PI_TWO, -PI_TWO, PI_TWO, PI_TWO)
- ShapeSubdivisions(50, 50, 40)
- primitive
- ]
-
- Shape [ Disk((0,-2,0), (0,1,0), 500) ground ]
-