light lwlightdistant ( float intensity = 1; color lightcolor = 1; point from = point "shader" (0,0,0); point to = point "shader" (0,0,1); float trace = 0; float samples = 4; float __nondiffuse = 0; float __nonspecular = 0; ) { solar (to-from, 0) { Cl = intensity * lightcolor; if (trace != 0) { color s = shadow("raytrace", Ps, "samples", samples); Cl *= 1 - s; } } }