/* Shader description goes here */
surface
ST_curve(float Kfb = 1,
curve = 0.5;
color block_tint = color(0, 1, 1),
back_tint =1)
{
color surfcolor = 1;
if(pow(t, 2) + pow(s, 2)<= curve)
surfcolor = block_tint;
else
surfcolor = back_tint;
/* STEP 1 - set the apparent surface opacity */
Oi = Os;
/* STEP 2 - calculate the apparent surface color */
Ci = Oi * Cs * surfcolor * Kfb;
}