/usr/share/povray-3.7/include/golds.inc is in povray-includes 1:3.7.0.0-8build1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 | // This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
// To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a
// letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.
#ifndef(Gold_Inc_Temp)
#declare Gold_Inc_Temp=version;
#version 3.5;
#ifdef(View_POV_Include_Stack)
#debug "including golds.inc\n"
#end
/*
Persistence of Vision Raytracer Version 3.1
Gold textures
*/
#declare GoldBase = <1.00, 0.875, 0.575>; // mine again
// This set shifts the color toward orange by subtracting
// bluegreen from the base color.
#declare CVect1 = GoldBase - <0.00, 0.20, 0.40>;
#declare CVect2 = GoldBase - <0.00, 0.15, 0.30>;
#declare CVect3 = GoldBase - <0.00, 0.10, 0.20>;
#declare CVect4 = GoldBase - <0.00, 0.05, 0.1>;
#declare CVect5 = GoldBase - <0.00, 0.00, 0.00>;
// Cast CVect as an rgb vector
#declare P_Gold1 = rgb CVect1; // back row
#declare P_Gold2 = rgb CVect2;
#declare P_Gold3 = rgb CVect3;
#declare P_Gold4 = rgb CVect4;
#declare P_Gold5 = rgb CVect5; // front row
// Reflection colors, derived from pigment color, "grayed down" a touch.
#declare R_GoldA = P_Gold1 * 0.30 + <0.25,0.25,0.25>; // left column (soft)
#declare R_GoldB = P_Gold2 * 0.35 + <0.25,0.25,0.25>;
#declare R_GoldC = P_Gold3 * 0.40 + <0.25,0.25,0.25>;
#declare R_GoldD = P_Gold4 * 0.45 + <0.25,0.25,0.25>;
#declare R_GoldE = P_Gold5 * 0.50 + <0.25,0.25,0.25>; // right column (hard)
// Ambient colors, derived from base color
#declare A_GoldA = P_Gold1 * 0.12 + <0.1,0.1,0.1>; // left column (soft)
#declare A_GoldB = P_Gold2 * 0.10 + <0.1,0.1,0.1>;
#declare A_GoldC = P_Gold3 * 0.08 + <0.1,0.1,0.1>;
#declare A_GoldD = P_Gold4 * 0.05 + <0.1,0.1,0.1>;
#declare A_GoldE = P_Gold5 * 0.02 + <0.1,0.1,0.1>; // right column (hard)
// Diffuse values
// Calculated as 1 - (ambient+reflective+specular values)
#declare D_GoldA = 1-(((R_GoldA.red+R_GoldA.green+R_GoldA.blue)/3)
+ ((A_GoldA.red+A_GoldA.green+A_GoldA.blue)/3));
#declare D_GoldB = 1-(((R_GoldB.red+R_GoldB.green+R_GoldB.blue)/3)
+ ((A_GoldB.red+A_GoldB.green+A_GoldB.blue)/3));
#declare D_GoldC = 1-(((R_GoldC.red+R_GoldC.green+R_GoldC.blue)/3)
+ ((A_GoldC.red+A_GoldC.green+A_GoldC.blue)/3));
#declare D_GoldD = 1-(((R_GoldD.red+R_GoldD.green+R_GoldD.blue)/3)
+ ((A_GoldD.red+A_GoldD.green+A_GoldD.blue)/3));
#declare D_GoldE = 1-(((R_GoldE.red+R_GoldE.green+R_GoldE.blue)/3)
+ ((A_GoldE.red+A_GoldE.green+A_GoldE.blue)/3));
#declare D_GoldA = max(D_GoldA, 0);
#declare D_GoldB = max(D_GoldB, 0);
#declare D_GoldC = max(D_GoldC, 0);
#declare D_GoldD = max(D_GoldD, 0);
#declare D_GoldE = max(D_GoldE, 0);
// #debug "\nReflection colors:"
// #debug concat("\nR_GoldA=<", str(R_GoldA.red, 5, 5), "," ,
// str(R_GoldA.green, 5, 5),"," ,
// str(R_GoldA.blue, 5, 5), ">")
// #debug concat("\nR_GoldB=<", str(R_GoldB.red, 5, 5), "," ,
// str(R_GoldB.green, 5, 5),"," ,
// str(R_GoldB.blue, 5, 5), ">")
// #debug concat("\nR_GoldC=<", str(R_GoldC.red, 5, 5), "," ,
// str(R_GoldC.green, 5, 5),"," ,
// str(R_GoldC.blue, 5, 5), ">")
// #debug concat("\nR_GoldD=<", str(R_GoldD.red, 5, 5), "," ,
// str(R_GoldD.green, 5, 5),"," ,
// str(R_GoldD.blue, 5, 5), ">")
// #debug concat("\nR_GoldE=<", str(R_GoldE.red, 5, 5), "," ,
// str(R_GoldE.green, 5, 5),"," ,
// str(R_GoldE.blue, 5, 5), ">")
//
// #debug "\n\nAmbient colors:"
// #debug concat("\nA_GoldA=<", str(A_GoldA.red, 5, 5), "," ,
// str(A_GoldA.green, 5, 5),"," ,
// str(A_GoldA.blue, 5, 5), ">")
// #debug concat("\nA_GoldB=<", str(A_GoldB.red, 5, 5), "," ,
// str(A_GoldB.green, 5, 5),"," ,
// str(A_GoldB.blue, 5, 5), ">")
// #debug concat("\nA_GoldC=<", str(A_GoldC.red, 5, 5), "," ,
// str(A_GoldC.green, 5, 5),"," ,
// str(A_GoldC.blue, 5, 5), ">")
// #debug concat("\nA_GoldD=<", str(A_GoldD.red, 5, 5), "," ,
// str(A_GoldD.green, 5, 5),"," ,
// str(A_GoldD.blue, 5, 5), ">")
// #debug concat("\nA_GoldE=<", str(A_GoldE.red, 5, 5), "," ,
// str(A_GoldE.green, 5, 5),"," ,
// str(A_GoldE.blue, 5, 5), ">")
//
//
// #debug "\n\nDiffuse values:"
// #debug concat("\nD_GoldA = ",str(D_GoldA, 5, 5))
// #debug concat("\nD_GoldB = ",str(D_GoldB, 5, 5))
// #debug concat("\nD_GoldC = ",str(D_GoldC, 5, 5))
// #debug concat("\nD_GoldD = ",str(D_GoldD, 5, 5))
// #debug concat("\nD_GoldE = ",str(D_GoldE, 5, 5))
// #debug "\n"
#declare M = 1; // Metallic amount
//*****Finishes****
// Left column, dullest & darkest
#declare F_MetalA =
finish {
brilliance 2
diffuse D_GoldA
ambient A_GoldA
reflection R_GoldA
metallic M
specular 0.20
roughness 1/20
}
#declare F_MetalB =
finish {
brilliance 3
diffuse D_GoldB
ambient A_GoldB
reflection R_GoldB
metallic M
specular 0.30
roughness 1/60
}
#declare F_MetalC =
finish {
brilliance 4
diffuse D_GoldC
ambient A_GoldC
reflection R_GoldC
metallic M
specular 0.60
roughness 1/80
}
#declare F_MetalD =
finish {
brilliance 5
diffuse D_GoldD
ambient A_GoldD
reflection R_GoldD
metallic M
specular 0.70
roughness 1/100
}
#declare F_MetalE =
finish {
brilliance 6
diffuse D_GoldE
ambient A_GoldE
reflection R_GoldE
metallic M
specular 0.80
roughness 1/120
}
// GOLDS
#declare T_Gold_1A = texture { pigment { P_Gold1 } finish { F_MetalA } }
#declare T_Gold_1B = texture { pigment { P_Gold1 } finish { F_MetalB } }
#declare T_Gold_1C = texture { pigment { P_Gold1 } finish { F_MetalC } }
#declare T_Gold_1D = texture { pigment { P_Gold1 } finish { F_MetalD } }
#declare T_Gold_1E = texture { pigment { P_Gold1 } finish { F_MetalE } }
#declare T_Gold_2A = texture { pigment { P_Gold2 } finish { F_MetalA } }
#declare T_Gold_2B = texture { pigment { P_Gold2 } finish { F_MetalB } }
#declare T_Gold_2C = texture { pigment { P_Gold2 } finish { F_MetalC } }
#declare T_Gold_2D = texture { pigment { P_Gold2 } finish { F_MetalD } }
#declare T_Gold_2E = texture { pigment { P_Gold2 } finish { F_MetalE } }
#declare T_Gold_3A = texture { pigment { P_Gold3 } finish { F_MetalA } }
#declare T_Gold_3B = texture { pigment { P_Gold3 } finish { F_MetalB } }
#declare T_Gold_3C = texture { pigment { P_Gold3 } finish { F_MetalC } }
#declare T_Gold_3D = texture { pigment { P_Gold3 } finish { F_MetalD } }
#declare T_Gold_3E = texture { pigment { P_Gold3 } finish { F_MetalE } }
#declare T_Gold_4A = texture { pigment { P_Gold4 } finish { F_MetalA } }
#declare T_Gold_4B = texture { pigment { P_Gold4 } finish { F_MetalB } }
#declare T_Gold_4C = texture { pigment { P_Gold4 } finish { F_MetalC } }
#declare T_Gold_4D = texture { pigment { P_Gold4 } finish { F_MetalD } }
#declare T_Gold_4E = texture { pigment { P_Gold4 } finish { F_MetalE } }
#declare T_Gold_5A = texture { pigment { P_Gold5 } finish { F_MetalA } }
#declare T_Gold_5B = texture { pigment { P_Gold5 } finish { F_MetalB } }
#declare T_Gold_5C = texture { pigment { P_Gold5 } finish { F_MetalC } }
#declare T_Gold_5D = texture { pigment { P_Gold5 } finish { F_MetalD } }
#declare T_Gold_5E = texture { pigment { P_Gold5 } finish { F_MetalE } }
//The following #declares are needed for stage_xz.pov
#declare T01 = texture { T_Gold_1A }
#declare T02 = texture { T_Gold_1B }
#declare T03 = texture { T_Gold_1C }
#declare T04 = texture { T_Gold_1D }
#declare T05 = texture { T_Gold_1E }
#declare T06 = texture { T_Gold_2A }
#declare T07 = texture { T_Gold_2B }
#declare T08 = texture { T_Gold_2C }
#declare T09 = texture { T_Gold_2D }
#declare T10 = texture { T_Gold_2E }
#declare T11 = texture { T_Gold_3A }
#declare T12 = texture { T_Gold_3B }
#declare T13 = texture { T_Gold_3C }
#declare T14 = texture { T_Gold_3D }
#declare T15 = texture { T_Gold_3E }
#declare T16 = texture { T_Gold_4A }
#declare T17 = texture { T_Gold_4B }
#declare T18 = texture { T_Gold_4C }
#declare T19 = texture { T_Gold_4D }
#declare T20 = texture { T_Gold_4E }
#declare T21 = texture { T_Gold_5A }
#declare T22 = texture { T_Gold_5B }
#declare T23 = texture { T_Gold_5C }
#declare T24 = texture { T_Gold_5D }
#declare T25 = texture { T_Gold_5E }
#version Gold_Inc_Temp;
#end
|