/*
 * subs.ray - input file for RayShade v4.0.x
 *
 * Menacing creatures of the deep...
 *
 * Stuart Warmink, 2/1993
 * sw@groucho.att.com
 *
 * Feel free to use and/or distribute for non-commercial purposes as long
 * as this header remains with the file.
 *
 * Sharks adapted from "jaws.ray"; copyright (c) 1989 Xavier Bouquin
 * Note: use the "-f" option to flip all triangle normals!
 */

#include "sub.h"
#include "jaws.def.ray"

surface water 			
	ambient 0.5 0.7 0.9	/* simulates sky beyond */
	specular 1 1 0.3	/* trying to keep the sparkles white! */
	specpow 100 
	reflect 0.5
	transp 1 

surface dark_grey
	ambient		0.2 0.2 0.2
	diffuse		0.2 0.2 0.3

surface	light_grey
	ambient		0.4 0.4 0.4
	diffuse		0.4 0.4 0.4

object	dark_grey sub
	rotate		0 1 0	3
	rotate		1 0 0	-6
	translate	2.7 0 -3

name shark
        object	jaws
	translate	10000 8500 -15000
	rotate	0 0 1	180
	scale	0.00001 0.00001 0.00001	/* results in "unit" shark :-) */

object	light_grey shark
	scale		0.6 0.6 0.6
	rotate 		0 0 1	-20
	rotate 		0 1 0	-7
	translate	4 -1.7 -0.7

object	light_grey shark
	scale 0.9 0.9 0.9
	rotate 		0 0 1	15
	rotate 		0 1 0	10
	rotate		1 0 0	-20
	translate	7 2.5 -2.8

plane water	0 0 0	0 0 1
	/* to create "caustics" */
	texture sky 0.75 0.5 2.0 6 0.56 0.36
		scale	0.1 .32 1
	/* two scales of wave action */
	texture bump	0.3
		scale	1 3.5 1
	texture bump	0.5
		scale	0.025 0.1 1

/* dark blue background */
background 	0 0 0.35

/* even deeper blue water colour */
atmosphere 1.326 	mist
	0 0 0.3	20 20 20	0	-200

/* sky? */
/*
plane	ambient	0.8 1.0 1.0
	transp	1
	0 0 100			0 0 1
*/


eyep	24 16 -3
lookp	1.7 0 -2
fov	24

screen 800 600
sample 3

aperture	0.15
focaldist	21.5	/* focus on nearest shark */

/* simulates glow of sunlight through water */
light	2.5 3.5 4.5	area
	 11 6 -0.2	-11 6 -0.2	5	/* changed from sub */
	 11 -6 -0.2			3	/* changed from sub */

/* a little "ambient" lighting */
light	0.3 0.5 0.8	point
	24 16 -3


/* to create the "caustics" */
light	1.5 1.7 1.2	point
	1000 2000 3000
