//standard directional point light light simple_distant_lightLookup( float intensity = 1; color lightcolor = color "rgb"(1,1,1); //the second "color" is a function that packs specified values into the "rgb" color spacce. color shadowcolor = color(0,0,1); string gel = ""; string shadowname = ""; float Sample_width = 16; float Shading_samples = 64; output varying float __inshadow = 0; output varying color __cl_noshadow = 0; ) { vector direction = vector "shader" (0,0,-1); solar(direction, 0.0) { Cl = intensity * lightcolor; //This output ignores the effect of shadows __cl_noshadow = Cl; if(shadowname != "") { __inshadow = shadow(shadowname, Ps, "samples", Shading_samples, "width", Sample_width); Cl = mix(lightcolor, shadowcolor, __inshadow) ; } //if(gel != "") // Cl = Cl * texture(gel); } } // printf("%c\n", totalLightColor);