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#########################################
# Test RIB for checking shaders
# By Michael J. Hammel March 1997
#########################################

# First we setup the output file 
Display "paper.tif" "file" "rgb"

# Then set the x & y resolution of the image and the pixel aspect
# ratio (1 = square pixels)
Format 320 240 1

# We now setup the camera (projection type and field of view)
Projection "perspective" "fov" 35

# Move the world 16 units away from the camera and position it
# so the view is to the left of the camera and down from the cameras
# point of view.
Translate 0 0 16 

#
# Off-white ambient light, not very intense, to make sure everything 
# gets lit just a little.
#
LightSource "ambientlight" 1 
         "intensity" 0.03 "lightcolor" [0.7 0.7 0.7]

TransformBegin

# Our first (and only) frame....
FrameBegin 1

WorldBegin

   #
   # Distant lights directly in front of and just off to both sides of
   # our cylinder.
   #
   TransformBegin
      Rotate -25 0 1 0
      LightSource "distantlight" 3 
         "intensity" 0.825 "lightcolor" [1 1 1]
   TransformEnd
   TransformBegin
      Rotate 25 0 1 0
      LightSource "distantlight" 3 
         "intensity" 0.625 "lightcolor" [1 1 1]
   TransformEnd
   TransformBegin
      LightSource "distantlight" 3 
         "intensity" 0.425 "lightcolor" [1 1 1]
   TransformEnd

   # The plane with a crossed tile pattern
   TransformBegin
      Translate -.6 .5 0
      Scale 2.5 2.5 1
      AttributeBegin
         Color [ 0.7 0.7 0.7 ]
         Surface "MJH3HolePaper"
         TransformBegin
            Scale 2 2.875 1
            Patch "bilinear" "P"
               [-0.5  0.5 0
                 0.5  0.5 0
                -0.5 -0.5 0
                 0.5 -0.5 0]  
         TransformEnd
      AttributeEnd
   TransformEnd
WorldEnd

FrameEnd