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<template name="Sunflow Neon 22" defaultExtension="Sunflow scene file (*.sc)" >
<description>
This is an example of a render template, using one shader for each object.
Based on a template by Tom Beddard ('subblue')
Modified for typed substitutions by Neon22
   
Includes substitutions for:
    - box, box::color, box::color_occ,
	- box::color_glass, box::copper,
	- box::sphere, box::sphere_occ  (transformable/deformable spheres)
	- box::torus, box:torus_occ
	- box::teapot - recommend {s 0.01}
	- box::gumbo - recommend {s 0.1}  elephant
	- sphere, sphere::color, sphere::color_occ
	- sphere::color_glass
	- sphere::light
Also has:
	- choice of GI algorithms
	- pinhole and thinlens (depth of field) cameras
	- skylight, HDR IBL, and meshlight(for photons)
	- optional manual floor
And predefined shaders for:
    - glass_lblue, diff_white, diff_brick, mirror_copper, phong_bronze,
	- ward_brushed_gold, constant_white, occ_white
( more samples here: http:%%www.crai.archi.fr/RubyLibraryDepot/Ruby/Sunflow/thumb.html )
</description>
	<primitive name="begin">
	    <![CDATA[
%%----------------------------------------
%%   Common settings
image {
   resolution {width} {height}
   %% for aa use: 0 2 for speed, 3 2 for quality
   aa 3 2
}

%% scene background - comment out if not needed
background {
   color  { "sRGB nonlinear" {BR} {BG} {BB} }
}


%%----------------------------------------
%%   Global Illumination
%% two different nethods for GI (there are more - see docs)
/*
gi {  
   type ambocc
   bright { "sRGB nonlinear" 1 1 1 } 
   dark { "sRGB nonlinear" 0 0 0 }
   samples 64 
   maxdist 3.0 
}
*/
gi {
  type irr-cache
  samples 512
  tolerance 0.01
  spacing 0.05 5.0
  %global   1000000 grid 100 0.75
  global   10000 grid 100 0.75    %% 10K is quick approx, 1million is better
}

%%   Caustics
%% - Add this if you have glass (must have gi on)
%photons {
%  caustics 10000000 kd 64 0.5
%}
trace-depths {
  diff 3
  refl 4 %glass use > 4
  refr 4 %glass use > 4
}
accel bih
filter mitchell   %% some sharpening - else choose gaussian
bucket 64 spiral


%%----------------------------------------
%%   Camera
%%  - manually change to thinlens if you want depth of field
camera {
   type pinhole
   %type thinlens
   eye    {CamPosX} {CamPosY} {CamPosZ}
   target {CamTargetX} {CamTargetY} {CamTargetZ}
   up     {CamUpX} {CamUpY} {CamUpZ}
   fov    {fov}
   aspect {aspect}
   %fdist 12
   %lensr 0.1   %%smaller number = less blur
}


%%----------------------------------------
%%   Light sources
%% - use one or more
%% meshlight generates photons for gi solutions
light {
   type meshlight
   name "meshlight"
   emit 1 1 1
   radiance 16
   samples 32
   points 4
      -1.79750967026 -6.22097349167 5.70054674149
      -2.28231739998 -7.26064729691 4.06224298477
      -4.09493303299 -6.41541051865 4.06224298477
      -3.61012482643 -5.37573671341 5.70054721832
   triangles 2
      0 1 2
      0 2 3
}

%% Image Based Lighting (IBL) using lightmap
light {
  type ibl
  image sky_small.hdr  %%put it in same directory as sc file
  center 0 -1 0
  up 0 1 0
  lock true
  samples 200
}

/*
%% fake sky if no IBL and want outside scene
light {
  type sunsky
  up 0 1 0
  east 0 0 1
  sundir 1 1 1
  turbidity 4
  samples 64
}
*/
%%----------------------------------------
%%   Custom Floor Object
%% - uncomment floor if required
shader {
	name "floor"
	type diffuse
	diff 1 1 1
	%type amb-occ
	%bright   1 1 1
	%dark     0 0 0
	%samples  4
	%dist     6
}
%object {
%   shader "floor"
%   type plane
%   p 0 -1 0
%   n 0 1 0
%}

%%----------------------------------------
%%  SHADERS
%% - a set of starter shaders
%% - either refer to them in the substitution rules below,
%%   or use them as patterns and make new substitution rules

shader {
   name "glass_lblue"
   type glass
   eta 1.332986   %% water 1.33, flint 1.62, diamond 2.41
   color 0.94 0.97 1
}
shader {
   name "diff_white"
   type diffuse
   diff { "sRGB nonlinear" 1 1 1 }
}
shader {
   name "diff_brick"
   type diffuse
   diff { "sRGB nonlinear" 0.56 0.14 0.14 }
}
shader {
   name "mirror_copper"
   type mirror
   refl 0.494 0.227 0.082
}
shader {
   name "phong_bronze"
   type phong
   diff 0.247 0.129 0.035
   spec 0.247 0.129 0.035 5
}
shader {
  name "ward_brushed_gold"
   type ward
   diff 0.34 0.19 0.03
   spec 0.44 0.29 0.04
   rough 0.2 0.5
}
shader {
   name "constant_white"
   type constant
   color { "sRGB nonlinear" 1 1 1 }
}

shader {
  name "occ_white"
  type amb-occ
  bright   1 1 1
  dark     0 0 0
  samples  64
  dist     6
}


%%----------------------------------------
%%  OBJECTS

%% sphere
object {
	shader none
	transform col 0.001 0 0 0  0 0.001 0 0  0 0 0.001 0  0 0 0 1
	type sphere
	name "Sphere1"
	c 0 0 0
	r 0.5  	}
	
%% torus (not centered so will appear off-center)
object {
  shader none
  transform col 0.001 0 0 0  0 0.001 0 0  0 0 0.001 0  0 0 0 1
  type torus
  name "Torus1"
  r 0.05 0.5  }
  
%% elephant (not centered so will appear off-center)
object {
	shader none
	transform col 0.001 0 0 0  0 0.001 0 0  0 0 0.001 0  0 0 0 1
	type gumbo
	name "Gumbo1"
	subdivs 7   }
	
%% teapot (not centered so will appear off-center)
object {
	shader none
	transform col 0.001 0 0 0  0 0.001 0 0  0 0 0.001 0  0 0 0 1
	type teapot
	name "Teapot1"
	subdivs 7   }

%% box ( not a primitive in 0.07.2 so define mesh here)
object {
   shader none
   transform col 0.001 0 0 0  0 0.001 0 0  0 0 0.001 0  0 0 0 1
   type generic-mesh
   name "Box"
   points 8
       1  1  1
       1  0  1
       0  0  1
       0  1  1
       0  1  0
       0  0  0
       1  0  0
       1  1  0

   triangles 12
      0 3 2
      0 2 1
      2 3 4
      2 4 5
      3 0 7
      3 7 4
      0 1 6
      0 6 7
      1 2 5
      1 5 6
      5 4 7
      5 7 6
   normals none
   uvs vertex
	 1 1
	 1 0
	 0 0
	 0 1
	 0 1
	 0 0
	 1 0
	 1 1
}
		]]>
	</primitive>

%%----------------------------------------
%% For adding to end of file (not required for Sunflow renderer)
	<primitive name="end">
	    <![CDATA[

		]]>
	</primitive>

	
%%------------------------------
%%--------- box ----------------	
<primitive name="box">
		<![CDATA[
instance {
	name "{uid}"
	geometry "Box"
	transform col {matrix}
	shader "occ_white"
}
		]]>
	</primitive>

%%-----------------------------------------
%%--------- box:copper --------------------	

<primitive name="box" type="copper">
		<![CDATA[
instance {
   name "{uid}"
   geometry "Box"
   transform col {matrix}
   shader "copper"
}
		]]>
</primitive>

%%-----------------------------------------
%%--------- box::color --------------------	
<primitive name="box" type="color">
		<![CDATA[
shader {
	name "shader{uid}"
	type diffuse
	diff { "sRGB nonlinear" {r} {g} {b} }
}
instance {
	name "{uid}"
	geometry "Box"
	transform col {matrix}
	shader "shader{uid}"
}
		]]>
	</primitive>	
	
%%-----------------------------------------
%%--------- box::color_occ ----------------	
<primitive name="box" type="color_occ">
		<![CDATA[
shader {
	name "shader{uid}"
	type amb-occ
	bright   { "sRGB nonlinear" {r} {g} {b} }
	dark     0 0 0
	samples  16
	dist     6
}
instance {
	name "{uid}"
	geometry "Box"
	transform col {matrix}
	shader "shader{uid}"
}
		]]>
	</primitive>
	
%%-----------------------------------------
%%--------- box:color_glass ---------------

<primitive name="box" type="color_glass">
		<![CDATA[
shader {
	name "shader{uid}"
	type glass
    eta 1.62
    color { "sRGB nonlinear" {r} {g} {b} }
}
instance {
   name "{uid}"
   geometry "Box"
   transform col {matrix}
   shader "shader{uid}"
}
		]]>
</primitive>
   
%%----------------------------------------
%%--------- box::sphere ------------------		
<primitive name="box" type="sphere">
		<![CDATA[
shader {
	name "shader{uid}"
	type diffuse
	diff { "sRGB nonlinear" {r} {g} {b} }
}
instance {
	name "{uid}"
	geometry "Sphere1"
	transform col {matrix}
	shader "shader{uid}"
}
		]]>
	</primitive>
	
%%----------------------------------------
%%--------- box::sphere_occ --------------		
<primitive name="box" type="sphere_occ">
		<![CDATA[
shader {
	name "shader{uid}"
	type amb-occ
	bright   { "sRGB nonlinear" {r} {g} {b} }
	dark     0 0 0
	samples  16
	dist     6
}
instance {
	name "{uid}"
	geometry "Sphere1"
	transform col {matrix}
	shader "shader{uid}"
}
		]]>
	</primitive>
	
%%----------------------------------------
%%--------- box::torus -------------------		
<primitive name="box" type="torus">
		<![CDATA[
shader {
	name "shader{uid}"
	type diffuse
	diff { "sRGB nonlinear" {r} {g} {b} }
}
instance {
	name "{uid}"
	geometry "Torus1"
	transform col {matrix}
	shader "shader{uid}"
}
		]]>
	</primitive>
	
%%----------------------------------------
%%--------- box::torus_occ ---------------		
<primitive name="box" type="torus_occ">
		<![CDATA[
shader {
	name "shader{uid}"
	type amb-occ
	bright   { "sRGB nonlinear" {r} {g} {b} }
	dark     0 0 0
	samples  16
	dist     6
}
instance {
	name "{uid}"
	geometry "Torus1"
	transform col {matrix}
	shader "shader{uid}"
}
		]]>
	</primitive>
	
%%----------------------------------------
%%--------- box::teapot -------------------		
<primitive name="box" type="teapot">
		<![CDATA[
shader {
	name "shader{uid}"
	type amb-occ
	bright   { "sRGB nonlinear" {r} {g} {b} }
	dark     0 0 0
	samples  16
	dist     6
}
instance {
	name "{uid}"
	geometry "Teapot1"
	transform col {matrix}
	shader "shader{uid}"
}
		]]>
	</primitive>

%%----------------------------------------
%%--------- box::gumbo -------------------		
<primitive name="box" type="gumbo">
		<![CDATA[
shader {
	name "shader{uid}"
	type amb-occ
	bright   { "sRGB nonlinear" {r} {g} {b} }
	dark     0 0 0
	samples  16
	dist     6
}
instance {
	name "{uid}"
	geometry "Gumbo1"
	transform col {matrix}
	shader "shader{uid}"
}
		]]>
	</primitive>

%%----------------------------------------
%%--------- sphere -----------------------		
<primitive name="sphere">
		<![CDATA[
object {
	shader "occ_white"
	type sphere
	c {cx} {cy} {cz}
	r {rad}
}
		]]>
	</primitive>
	
%%----------------------------------------
%%--------- sphere::color ----------------		
<primitive name="sphere" type="color">
		<![CDATA[
shader {
	name "shader{uid}"
	type diffuse
	diff { "sRGB nonlinear" {r} {g} {b} }
}
object {
	shader "shader{uid}"
	type sphere
	c {cx} {cy} {cz}
	r {rad}
}
		]]>
	</primitive>
	
%%----------------------------------------
%%--------- sphere::color_occ ------------		
<primitive name="sphere" type="color_occ">
		<![CDATA[
shader {
	name "shader{uid}"
	type amb-occ
	bright   { "sRGB nonlinear" {r} {g} {b} }
	dark     0 0 0
	samples  16
	dist     6
}
object {
	shader "shader{uid}"
	type sphere
	c {cx} {cy} {cz}
	r {rad}
}
		]]>
	</primitive>	
	
%%----------------------------------------
%%--------- sphere::color_glass ----------		
<primitive name="sphere" type="color_glass">
		<![CDATA[
shader {
	name "shader{uid}"
	type glass
    eta 1.62
    color { "sRGB nonlinear" {r} {g} {b} }
}
object {
	shader "shader{uid}"
	type sphere
	c {cx} {cy} {cz}
	r {rad}
}
		]]>
	</primitive>	

%%----------------------------------------
%%--------- sphere::light ----------------		
<primitive name="sphere" type="light">
		<![CDATA[
light {
	type spherical
	color { "sRGB nonlinear" {r} {g} {b} }
	radiance 8.0
	center {cx} {cy} {cz}
	radius {rad}
	samples 16
}
		]]>
	</primitive>

</template>