This file is indexed.

/usr/share/povray-3.7/include/metals.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
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
// 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(Metals_Inc_Temp)
#declare Metals_Inc_Temp=version;
#version 3.5;

#ifdef(View_POV_Include_Stack)
#   debug "including metals.inc\n"
#end

/*
              Persistence of Vision Raytracer Version 3.1
               Metallic pigments, finishes, and textures.


*****************************************************************************
                           BASIC METAL COLORS
*****************************************************************************
 Note: Describing metallic textures is difficult, at best.  The reflectivity
 and other qualities make them highly dependant on lighting and surroundings.

 The following notes are intended as a rough guide only.
 P_Brass1: Dark brown bronze.
 P_Brass2: Somewhat lighter brown than Brass4. Old penny, in soft finishes.
 P_Brass3: Used by Steve Anger's Polished_Brass. Slightly coppery.
 P_Brass4: A little yellower than Brass1.
 P_Brass5: Very light bronze, ranges from med tan to almost white.

 P_Copper1: bronze-like.  Best in finish #C.
 P_Copper2: slightly brownish copper/bronze.  Best in finishes #B-#D.
 P_Copper3: reddish-brown copper.  Best in finishes #C-#E.
 P_Copper4: pink copper, like new tubing.  Best in finishes #C-#E.
 P_Copper5: Bronze in softer finishes, gold in harder finishes.

 P_Chrome1: 20% Gray. Used in Steve Anger's Polished_Chrome.
 P_Chrome2: Slightly blueish 60% gray. Good steel w/finish #A
 P_Chrome3: 50% neutral gray.
 P_Chrome4: 75% neutral gray.
 P_Chrome5: 95% neutral gray.

 P_Silver1: Yellowish silverplate.  Somewhat tarnished looking.
 P_Silver2: Not quite as yellowish as Silver1 but more so than Silver3.
 P_Silver3: Reasonably neutral silver.
 P_Silver4: REDUNDANT (unused)
 P_Silver5: REDUNDANT (unused)

*/

#include "golds.inc"

#declare P_Brass1    = color rgb <0.30, 0.20, 0.10>;
#declare P_Brass2    = color rgb <0.50, 0.35, 0.25>;
#declare P_Brass3    = color rgb <0.58, 0.42, 0.20>;
#declare P_Brass4    = color rgb <0.65, 0.50, 0.25>;
#declare P_Brass5    = color rgb <0.70, 0.55, 0.40>;

#declare P_Copper1   = color rgb <0.40, 0.20, 0.15>;
#declare P_Copper2   = color rgb <0.50, 0.25, 0.15>;
#declare P_Copper3   = color rgb <0.60, 0.30, 0.15>;
#declare P_Copper4   = color rgb <0.70, 0.25, 0.15>;
#declare P_Copper5   = color rgb <0.65, 0.35, 0.15>;

#declare P_Chrome1   = color rgb <0.20, 0.20, 0.20>;
#declare P_Chrome2   = color rgb <0.39, 0.41, 0.43>;
#declare P_Chrome3   = color rgb <0.50, 0.50, 0.50>;
#declare P_Chrome4   = color rgb <0.75, 0.75, 0.75>;
#declare P_Chrome5   = color rgb <0.95, 0.95, 0.95>;

#declare P_Silver1   = color rgb <0.94, 0.93, 0.80>;
#declare P_Silver2   = color rgb <0.94, 0.93, 0.85>;
#declare P_Silver3   = color rgb <0.94, 0.93, 0.90>;
#declare P_Silver4   = color rgb <0.95, 0.91, 0.91>;             
#declare P_Silver5   = color rgb <0.91, 0.95, 0.91>;   

//*****************************************************************************
//                           BASIC METAL FINISHES
//*****************************************************************************

// F_MetalA  :  Very soft and dull.  
// F_MetalB  :  Fairly soft and dull.
// F_MetalC  :  Medium reflectivity. Holds color well.
// F_MetalD  :  Highly hard and polished. High reflectivity.   
// F_MetalE  :  Very highly polished & reflective.

#declare F_MetalA  =
finish {
    ambient 0.35
    brilliance 2
    diffuse 0.3
    metallic
    specular 0.80
    roughness 1/20
    reflection 0.1
}

#declare F_MetalB  = 
finish {
    ambient 0.30
    brilliance 3
    diffuse 0.4
    metallic
    specular 0.70
    roughness 1/60
    reflection 0.25
}

#declare F_MetalC  =
finish {
    ambient 0.25
    brilliance 4
    diffuse 0.5
    metallic
    specular 0.80
    roughness 1/80
    reflection 0.5
}

#declare F_MetalD  =
finish {
    ambient 0.15
    brilliance 5
    diffuse 0.6
    metallic
    specular 0.80
    roughness 1/100
    reflection 0.65
}

#declare F_MetalE  =
finish {
    ambient 0.1
    brilliance 6
    diffuse 0.7
    metallic
    specular 0.80
    roughness 1/120
    reflection 0.8
}

//*****************************************************************************
//                           METAL TEXTURES
//*****************************************************************************

//                              BRASSES
#declare T_Brass_1A = texture { pigment { P_Brass1 } finish { F_MetalA  } }
#declare T_Brass_1B = texture { pigment { P_Brass1 } finish { F_MetalB  } }
#declare T_Brass_1C = texture { pigment { P_Brass1 } finish { F_MetalC  } }
#declare T_Brass_1D = texture { pigment { P_Brass1 } finish { F_MetalD  } }
#declare T_Brass_1E = texture { pigment { P_Brass1 } finish { F_MetalE  } }

#declare T_Brass_2A = texture { pigment { P_Brass2 } finish { F_MetalA  } }
#declare T_Brass_2B = texture { pigment { P_Brass2 } finish { F_MetalB  } }
#declare T_Brass_2C = texture { pigment { P_Brass2 } finish { F_MetalC  } }
#declare T_Brass_2D = texture { pigment { P_Brass2 } finish { F_MetalD  } }
#declare T_Brass_2E = texture { pigment { P_Brass2 } finish { F_MetalE  } }

#declare T_Brass_3A = texture { pigment { P_Brass3 } finish { F_MetalA  } }
#declare T_Brass_3B = texture { pigment { P_Brass3 } finish { F_MetalB  } }
#declare T_Brass_3C = texture { pigment { P_Brass3 } finish { F_MetalC  } }
#declare T_Brass_3D = texture { pigment { P_Brass3 } finish { F_MetalD  } }
#declare T_Brass_3E = texture { pigment { P_Brass3 } finish { F_MetalE  } }

#declare T_Brass_4A = texture { pigment { P_Brass4 } finish { F_MetalA  } }
#declare T_Brass_4B = texture { pigment { P_Brass4 } finish { F_MetalB  } }
#declare T_Brass_4C = texture { pigment { P_Brass4 } finish { F_MetalC  } }
#declare T_Brass_4D = texture { pigment { P_Brass4 } finish { F_MetalD  } }
#declare T_Brass_4E = texture { pigment { P_Brass4 } finish { F_MetalE  } }

#declare T_Brass_5A = texture { pigment { P_Brass5 } finish { F_MetalA  } }
#declare T_Brass_5B = texture { pigment { P_Brass5 } finish { F_MetalB  } }
#declare T_Brass_5C = texture { pigment { P_Brass5 } finish { F_MetalC  } }
#declare T_Brass_5D = texture { pigment { P_Brass5 } finish { F_MetalD  } }
#declare T_Brass_5E = texture { pigment { P_Brass5 } finish { F_MetalE  } }

//                           COPPERS & BRONZES
#declare T_Copper_1A = texture { pigment { P_Copper1 } finish { F_MetalA  } }
#declare T_Copper_1B = texture { pigment { P_Copper1 } finish { F_MetalB  } }
#declare T_Copper_1C = texture { pigment { P_Copper1 } finish { F_MetalC  } }
#declare T_Copper_1D = texture { pigment { P_Copper1 } finish { F_MetalD  } }
#declare T_Copper_1E = texture { pigment { P_Copper1 } finish { F_MetalE  } }
                                           
#declare T_Copper_2A = texture { pigment { P_Copper2 } finish { F_MetalA  } }
#declare T_Copper_2B = texture { pigment { P_Copper2 } finish { F_MetalB  } }
#declare T_Copper_2C = texture { pigment { P_Copper2 } finish { F_MetalC  } }
#declare T_Copper_2D = texture { pigment { P_Copper2 } finish { F_MetalD  } }
#declare T_Copper_2E = texture { pigment { P_Copper2 } finish { F_MetalE  } }
                                           
#declare T_Copper_3A = texture { pigment { P_Copper3 } finish { F_MetalA  } }
#declare T_Copper_3B = texture { pigment { P_Copper3 } finish { F_MetalB  } }
#declare T_Copper_3C = texture { pigment { P_Copper3 } finish { F_MetalC  } }
#declare T_Copper_3D = texture { pigment { P_Copper3 } finish { F_MetalD  } }
#declare T_Copper_3E = texture { pigment { P_Copper3 } finish { F_MetalE  } }
                                           
#declare T_Copper_4A = texture { pigment { P_Copper4 } finish { F_MetalA  } }
#declare T_Copper_4B = texture { pigment { P_Copper4 } finish { F_MetalB  } }
#declare T_Copper_4C = texture { pigment { P_Copper4 } finish { F_MetalC  } }
#declare T_Copper_4D = texture { pigment { P_Copper4 } finish { F_MetalD  } }
#declare T_Copper_4E = texture { pigment { P_Copper4 } finish { F_MetalE  } }
                                           
#declare T_Copper_5A = texture { pigment { P_Copper5 } finish { F_MetalA  } }
#declare T_Copper_5B = texture { pigment { P_Copper5 } finish { F_MetalB  } }
#declare T_Copper_5C = texture { pigment { P_Copper5 } finish { F_MetalC  } }
#declare T_Copper_5D = texture { pigment { P_Copper5 } finish { F_MetalD  } }
#declare T_Copper_5E = texture { pigment { P_Copper5 } finish { F_MetalE  } }

//                           CHROMES & STEELS  
#declare T_Chrome_1A = texture { pigment { P_Chrome1 } finish { F_MetalA  } }
#declare T_Chrome_1B = texture { pigment { P_Chrome1 } finish { F_MetalB  } }
#declare T_Chrome_1C = texture { pigment { P_Chrome1 } finish { F_MetalC  } }
#declare T_Chrome_1D = texture { pigment { P_Chrome1 } finish { F_MetalD  } }
#declare T_Chrome_1E = texture { pigment { P_Chrome1 } finish { F_MetalE  } }
                                           
#declare T_Chrome_2A = texture { pigment { P_Chrome2 } finish { F_MetalA  } }
#declare T_Chrome_2B = texture { pigment { P_Chrome2 } finish { F_MetalB  } }
#declare T_Chrome_2C = texture { pigment { P_Chrome2 } finish { F_MetalC  } }
#declare T_Chrome_2D = texture { pigment { P_Chrome2 } finish { F_MetalD  } }
#declare T_Chrome_2E = texture { pigment { P_Chrome2 } finish { F_MetalE  } }
                                           
#declare T_Chrome_3A = texture { pigment { P_Chrome3 } finish { F_MetalA  } }
#declare T_Chrome_3B = texture { pigment { P_Chrome3 } finish { F_MetalB  } }
#declare T_Chrome_3C = texture { pigment { P_Chrome3 } finish { F_MetalC  } }
#declare T_Chrome_3D = texture { pigment { P_Chrome3 } finish { F_MetalD  } }
#declare T_Chrome_3E = texture { pigment { P_Chrome3 } finish { F_MetalE  } }
                                           
#declare T_Chrome_4A = texture { pigment { P_Chrome4 } finish { F_MetalA  } }
#declare T_Chrome_4B = texture { pigment { P_Chrome4 } finish { F_MetalB  } }
#declare T_Chrome_4C = texture { pigment { P_Chrome4 } finish { F_MetalC  } }
#declare T_Chrome_4D = texture { pigment { P_Chrome4 } finish { F_MetalD  } }
#declare T_Chrome_4E = texture { pigment { P_Chrome4 } finish { F_MetalE  } }
                                           
#declare T_Chrome_5A = texture { pigment { P_Chrome5 } finish { F_MetalA  } }
#declare T_Chrome_5B = texture { pigment { P_Chrome5 } finish { F_MetalB  } }
#declare T_Chrome_5C = texture { pigment { P_Chrome5 } finish { F_MetalC  } }
#declare T_Chrome_5D = texture { pigment { P_Chrome5 } finish { F_MetalD  } }
#declare T_Chrome_5E = texture { pigment { P_Chrome5 } finish { F_MetalE  } }

//                               SILVERS        
#declare T_Silver_1A = texture { pigment { P_Silver1 } finish { F_MetalA  } }
#declare T_Silver_1B = texture { pigment { P_Silver1 } finish { F_MetalB  } }
#declare T_Silver_1C = texture { pigment { P_Silver1 } finish { F_MetalC  } }
#declare T_Silver_1D = texture { pigment { P_Silver1 } finish { F_MetalD  } }
#declare T_Silver_1E = texture { pigment { P_Silver1 } finish { F_MetalE  } }
                                           
#declare T_Silver_2A = texture { pigment { P_Silver2 } finish { F_MetalA  } }
#declare T_Silver_2B = texture { pigment { P_Silver2 } finish { F_MetalB  } }
#declare T_Silver_2C = texture { pigment { P_Silver2 } finish { F_MetalC  } }
#declare T_Silver_2D = texture { pigment { P_Silver2 } finish { F_MetalD  } }
#declare T_Silver_2E = texture { pigment { P_Silver2 } finish { F_MetalE  } }
                                           
#declare T_Silver_3A = texture { pigment { P_Silver3 } finish { F_MetalA  } }
#declare T_Silver_3B = texture { pigment { P_Silver3 } finish { F_MetalB  } }
#declare T_Silver_3C = texture { pigment { P_Silver3 } finish { F_MetalC  } }
#declare T_Silver_3D = texture { pigment { P_Silver3 } finish { F_MetalD  } }
#declare T_Silver_3E = texture { pigment { P_Silver3 } finish { F_MetalE  } }
                                           
#declare T_Silver_4A = texture { pigment { P_Silver4 } finish { F_MetalA  } }
#declare T_Silver_4B = texture { pigment { P_Silver4 } finish { F_MetalB  } }
#declare T_Silver_4C = texture { pigment { P_Silver4 } finish { F_MetalC  } }
#declare T_Silver_4D = texture { pigment { P_Silver4 } finish { F_MetalD  } }
#declare T_Silver_4E = texture { pigment { P_Silver4 } finish { F_MetalE  } }
                                           
#declare T_Silver_5A = texture { pigment { P_Silver5 } finish { F_MetalA  } }
#declare T_Silver_5B = texture { pigment { P_Silver5 } finish { F_MetalB  } }
#declare T_Silver_5C = texture { pigment { P_Silver5 } finish { F_MetalC  } }
#declare T_Silver_5D = texture { pigment { P_Silver5 } finish { F_MetalD  } }
#declare T_Silver_5E = texture { pigment { P_Silver5 } finish { F_MetalE  } }


#version Metals_Inc_Temp;
#end