23 flt shade_phong(
const ray * incident,
const shadedata * shadevars,
flt specpower);
25 flt shade_blinn(
const ray * incident,
const shadedata * shadevars,
flt specpower);
color lowest_shader(ray *)
flt shade_nullphong(const ray *incident, const shadedata *shadevars, flt specpower)
color shade_ambient_occlusion(ray *incident, const shadedata *shadevars)
color fog_color_exp2(struct fogdata_t *, color col, flt z)
OpenGL-like exponential-squared fog.
color shade_transmission(ray *, const shadedata *, flt)
double flt
generic floating point number, using double
flt shade_phong(const ray *incident, const shadedata *shadevars, flt specpower)
color shade_reflection(ray *, const shadedata *, flt)
color fog_color_exp(struct fogdata_t *, color col, flt z)
OpenGL-like exponential fog.
color fog_color_linear(struct fogdata_t *, color col, flt z)
OpenGL-like linear fog.
flt shade_blinn_fast(const ray *incident, const shadedata *shadevars, flt specpower)
flt shade_blinn(const ray *incident, const shadedata *shadevars, flt specpower)
color fog_color(const ray *incident, color col, flt t)
Compute the fog color, given the active fogging function and fog parameters.
color medium_shader(ray *)