// Film resolution_x resolution_y
Film 512 512

// ****************** //
// Shader type params //
// ****************** //

// Ian - Example fast shader: Shader Fast background_color nSPP max_path_depth lessResDivFactor normalFactor neighLayers useCenter nPixelsConsiderated nPixelsNoConsiderated
Shader Fast    0.0 0.0 0.0    48000    2    2    0.95    3    1    1    1    0.015

// Example path shader:   Shader   Path   background_color  nSPP   max_path_depth
//Shader Path    0.0 0.0 0.0    10000    2    2    0.95    3    1    1    1    0.020

// For Direct shader:  Shader   Direct    background_color   nSPP   nSamplesHemi nSamplesArea
//Shader Direct    0.0 0.0 0.0    4   0   1000

// For Depth shader: Shader Depth color  maxDist  background_color  bool_CM
//Shader Depth  0.0 1.0 0.0  50 0.0 0.0 0.0  false

// For Intersection shader: Shader Intersection hitColor  background_color
//Shader Intersection  1.0 0.0 0.0  0.0 0.0 0.0 

// For Normal shader: Shader Intersection background_color
//Shader Normal  0.0 0.0 0.0 


// ****************** //
// Camera type params //
// ****************** //

Camera Perspective 60


// ****************** //
// Define Materials   //
// ****************** //

// Material type mat_name params

// For the phong case 1: Material phong mat_name kd ks shininess
Material Phong redDiffuse    0.7 0.2 0.3     0 0 0   100
Material Phong greenDiffuse  0.2 0.7 0.3     0 0 0   100
Material Phong greyDiffuse   0.7 0.7 0.7     0 0 0   100

// For the phong case 2: Material phong mat_name string_texture_file shininess
//Material Phong colorful   ./../resources/textures/colors.bmp  80


// ************************ //
// Define the scene objects //
// ************************ //

// Obect Type Params Material

// For the case of a sphere: Object Sphere center radius material isEmissive(boolean) emission(if is emissive)
// Emissive sphere
//Object Sphere  0 -1 4  0.5         greyDiffuse  false0.25 0.25 0.25

// Back wall
Object Triangle  -2 -2 6   2 -2 6    2 2 6           greyDiffuse false
Object Triangle  -2 -2 6   2  2  6   -2 2 6         greyDiffuse false 
// Floor
Object Triangle  -2 -2 0   2 -2 0    2 -2 6           greyDiffuse false 
Object Triangle  -2 -2 0   2 -2 6   -2 -2 6         greyDiffuse false 
// Ceiling
Object Triangle  -2 2 0   2 2 0    2 2 6           greyDiffuse false 
Object Triangle  -2 2 0   2 2 6   -2 2 6         greyDiffuse false 
// Left wall
Object Triangle  -2 -2 0   -2 -2 6   -2 2 6         redDiffuse false 
Object Triangle  -2 -2 0   -2 2 6   -2 2 0      redDiffuse false 
// Right wall
Object Triangle  2 -2 0   2 -2 6   2 2 6         greenDiffuse false 
Object Triangle  2 -2 0   2 2 6    2 2 0      greenDiffuse false 
// Lamp on top
Object Triangle  -1 1.9999 4   1 1.9999 4    1 1.9999 5         greyDiffuse  true 8 8 8
Object Triangle  -1 1.9999 4   1 1.9999 5   -1 1.9999 5         greyDiffuse  true 8 8 8


// ******************* //
// Point light sources //
// ******************* //

// Pointlight position intensity (radiant intensity, watts / sr)
//Pointlight   0 0 0  20 20 20
//Pointlight   1 1 0   20 20 20
