/* Shader description goes here */
surface
wax(float Ka = 1, /* ambient brightness */
Kdin = 0.5, /* basic brightness */
Kdout = 0.5,
Kd = 1,
blend = 0.5,
colormix_start = 0.4,
colormix_end = 0.6,
Ks = 0.7, /* [0 10] */
roughness = 0.1;/* hilite spread */
color hilitecolor = 1, /* hilite color */
colorin_top = (0.953, 0.635, 0.314),
colorin_bottom = (0.3, 0.11, 0.04),
colorout = 1 )
{
color ambientcolor,
diffusecolor,
diffusecolorOut,
diffusecolorIn,
speccolor,
surfcolor = 1;
/* STEP 1 - make a copy of the surface normal one unit in length */
normal n = normalize(N);
normal nf = faceforward(n, I);
normal front = n;
if(n != nf)
front = nf;
/* STEP 2 - set the apparent surface opacity */
Oi = Os;
/* STEP 3 - calculate the lighting components */
ambientcolor = Ka * ambient();
color colorin = mix(colorin_top, colorin_bottom, smoothstep(colormix_start, colormix_end, (1-t)));
diffusecolorOut = Kdout * diffuse(front) * colorout;
diffusecolorIn = Kdin * diffuse(-front) * colorin;
diffusecolor = mix(diffusecolorOut, diffusecolorIn, t) * Kd;
vector i = normalize(-I);
speccolor = Ks * specular(nf, i, roughness) * hilitecolor;
//speccolor = speccolor * (1 - smoothstep(0, 0.5, s));
/* STEP 4 - calculate the apparent surface color */
Ci = Oi * Cs * surfcolor * (ambientcolor + diffusecolor + speccolor);
}