SBT-raytracer 1.0 // Camera: camera { position = (10,0,-8); viewdir = (-1,0,1); aspectratio = 1; updir = (0,1,0); } // Global lighting /*spot_light { position = (0,2,-6); colour = (1.0,1.0,1.0); direction = (0,0,1); angle = 45.0000; constant_attenuation_coeff= 0.25; linear_attenuation_coeff = 0.003372407; quadratic_attenuation_coeff = 0.000045492; }*/ directional_light { direction = (0, 0, 1); colour = (1.0, 1.0, 1.0); } point_light { position = (-1.2,4,-1.4); colour = (1.0,1.0,0.7) constant_attenuation_coeff= 0.25; linear_attenuation_coeff = 0.003372407; quadratic_attenuation_coeff = 0.000045492; } point_light { position = (3,0,-4); colour = (0.0,1.0,0.0) constant_attenuation_coeff= 0.25; linear_attenuation_coeff = 0.003372407; quadratic_attenuation_coeff = 0.000045492; } // Scenery: translate(0,0,0, scale(2.0, sphere { material = { diffuse = (0.4,0.4,0); specular = (0.8,0.8,0); shininess = 102.4; } })) translate(0.6,0,-2, scale(0.6, sphere { material = { diffuse = (0.0,0.4,0.4); specular = (0.0,0.8,0.8); shininess = 115.2; } })) translate(2,-2,1, scale(1.2, sphere { material = { diffuse = (0.3,0.5,0.7); specular = (0.0,0.8,0.8); shininess = 115.2; } })) // Reflection pool: translate( 0, -3.1, 0, scale( 50, 0.01, 50, box { material = { diffuse = (0.1, 0.1, 0.1); specular = (1.0, 1.0, 1.0); shininess = 120; } } ) ) // Reflection wall: translate( 0, 0, 6, scale( 50, 50, 0.01, box { material = { diffuse = (0.1, 0.1, 0.1); specular = (1.0, 1.0, 1.0); shininess = 120; } } ) )