# Specular reflection of sphere DEFINE light_col CONSTANT { COLOUR { RGB 1 1 1 } } DEFINE floor_col PLASTIC { PHONG 10 COLOUR { RGB 1 0 0 K 0.1 1 0.75 } } DEFINE black COLOUR { RGB 0 0 0 } SCHEME (define light_orig '(0 2.8 3)) DEFINE sphere SPHERE { ORIENT ORIG 0.5 0 2 RADIUS 1.5 GLASS { PHONG 10 INDEX 1.52 COLOUR { RGB 1 1 1 K 0 0.05 1 TRANS 0.89 0.89 0.89 #K 0 0 0 #TRANS 1 1 1 } } } DEFINE floor PLANE { ORIENT { ORIG 0 -1.5 3 VCT_Z 0 1 0 } LIGHTMAP { SCALEFACTOR 1000 SAMPLE_X 100 SAMPLE_Y 100 floor_col # default shader } SQUARE { MIN -5 -5 1 MAX 5 5 1 } } DEFINE camera CAMERA { SCHEME (define camera_orig '(0 2 -7)) ORIG camera_orig LOOKDIR (-v '(0 0 0) camera_orig) VCTUP 0 1 0 ORTHOGONALIZE TRUE FOCAL 1.0 PRINTSTATUS TRUE } SCENE { sphere floor camera black LIGHT { CASTRAYS TRUE SAMPLE_RATE 1000 ORIG light_orig COLOUR 1 1 1 } AMBIENT 1.0 }