/* Shader description goes here */
surface
ST_circle(float Kfb = 1,
radius = 1,
t_centre = 0,
s_centre = 0;
color block_tint = color(0, 1, 1),
back_tint =1)
{
color surfcolor = 1;
if(pow(t - t_centre, 2) + pow(s - s_centre, 2) <= radius)
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;
}