/*Wooksang's dirty shader *layer_1 made blended color with tuberance and spline *layer_2 made black part with (1-layer_opac) *layer_line for line in surface*/ #include "rmannotes.sl" surface land_head( float Ks=0.5,Kd=0.5,Ka=0.1,km=0.05,freqR = 12,roughness=.1; varying point Pr = 0; color specularcolor=1; color First=color(0.537,0.392,0.151), White = color(1,0.904,0.721), Second = color(0.309,0.200,0.165), Third=color(0.439,0.356,0.297), Fourth = color(0.130,0.061,0.024), black = color(0,0,0);) { color surface_color,layer_color=color(1,1,1); float layer_opac; point PP; float size=5, i,opac=0; normal Nf; vector V; float freq=3; Nf = faceforward( normalize(N), I ); V = -normalize(I); surface_color=First; layer_opac=0; /* layer #2*/ PP=transform("shader",P); layer_color=color(1,0,0); for(i=0;i