#VRML V2.0 utf8 #
#[return] #

# ex-lightpoint.wrl
#    Example : point lights
#    Defining and rendering a sphere using a directional light

# Observer in (0,0,6) looking at (0,0,1)
Viewpoint {
	position 0 0 6
	orientation 0 0 1 0 
}

#a PointLight means a light source that sends rays equally in 
# all directions 
#ambientIntensity, varies 0 - 1 defining an additional ambient contribution
#attenuation a b c, defines an attenuation factor
#color r g b  , each component in the range 0-1 defining the light color
#intensity 1, range 0-1
#location x y z
#on boolean, lit (TRUE) or unlit light
#radius n, zone of light influence (n is the zone radius)

#example : no-ambient,color=white,intensity .5,location x=2,lit,radius=20 
# Comparing to the directional light we can concentrate the effect by
#  approximating the light and the geometry (like here)
# Comparing to the spot, here the light is more scattered

PointLight{
     ambientIntensity 0
     attenuation 1 0 0
     color 1 1 1   # white
     intensity .2
     location  0 0 2
     on TRUE
     radius 20
}
 
# the sphere is defined green (specular) and located at (0,0,0)
# defines a Shape Node  and a surface material
  Shape{
	appearance Appearance {
			material Material {
                            ambientIntensity 0.2 # default
                            diffuseColor .4 .4 .4 #in order to see the sphere
                            shininess .5 # sharp
		            specularColor .0 .5 0
					}
		}
         	geometry Sphere{}
        }
#