////////////////////////////////////////////////////// added for demo
        
        
        #include "screen.inc"
        
        
        
        #macro Desaturate ( Color, Factor )

        #local Compliment = <1,1,1>-Color;
        #local Compliment = Compliment*Factor; 
        #local NewColor = Color+Compliment; 
        #local Numerator = Color.red + Color.green + Color.blue;
        #local Denominator = NewColor.red + NewColor.green + NewColor.blue;
        #local NewColor = NewColor*Numerator/Denominator;
        
        NewColor                                                         
        #end   
        
        
        
        
        global_settings { 

        assumed_gamma 1.0
        max_trace_level 10            
        } 
        
        
        
        ////////////////////////////////////////////////////////  added for demo
        
        
        
        //camera  
        
        #if ( on )    
                 
                #declare CamPos = vrotate ( <0,0,-12  >, < 0,  0, 0> )+<0,0,0>;  
                #declare LookAt = vrotate ( <0,0,4.5  >, < 3, 130, 0> );                     
                #declare LensAngle = 65;        
                         
        #else        
                #declare CamPos = vrotate ( <0,0,-12 >, < 3,  20, 0> )+<0,0,0>;  
                #declare LookAt = <0,0,0>;                     
                #declare LensAngle = 12;     

        #end
                                 
                                                                         
        Set_Camera( CamPos, LookAt, LensAngle )                                        
        
        ////used to boost contrast 
        sphere{CamPos,.0001 pigment{rgbt <.5.5.5,2>}}
        
        #local Size=100;
        //#local BaseColor=<.5,.5,.9>;
        
         
        
        #if ( on )   //key (camera)
        
                #local UseAreaLight=on;  
                #local UseSpotLight=on;
        
 
                light_source {
                        0*x                      //<1,.5,0>*1.6, .8
                        
                        //color rgb Desaturate ( <1,.30,0>*1.65, .35 )   //light yellow 
                        
                        
                        ////////////////added for demo
                        color rgb 3  
                        
                        
                        #if ( UseSpotLight ) spotlight #end 
                        
                        
                        translate  CamPos+<-2,0,0> 
                        
                        #if ( UseSpotLight )  
                                point_at vrotate ( <0,0,4.5>,< 0,130,0> ) //point on shark rotated same as shark
                                radius 1       
                                tightness 1    
                                falloff 60 //20 //36       
                        #end
                        
                        
                        #if ( UseAreaLight )
                           area_light
                                 <30*.17, 0, 0> <0, 0, 30*.17> 
                                 33, 33               
                                 adaptive 1          
                                 //jitter              
                                 circular            
                                 orient 
                           
                        #end 
                        
                        media_interaction on 
                        fade_distance 8 //25
                        fade_power 8 //7                    
                         
                }  
                
              


        #end 
        
        #if ( on )   //fill  (overhead)
        
                #local UseAreaLight=on;  
                #local UseSpotLight=on;
        
                light_source {
                        0*x                              
                        color rgb 1 //<.54,.56,1>*1.0 //2.5  
                        
                        #if ( UseSpotLight ) spotlight #end      
                        
                        translate vrotate ( <0,0,-Size*.95 >, < 90, 0, 0> ) 
                        
                        #if ( UseSpotLight )  
                                point_at < 0,0, 0>
                                radius 15             //5
                                tightness 50   
                                falloff 25            //6
                        #end
                                                
                        
                        
                        #if ( UseAreaLight )
                           area_light
                                 <Size/5, 0, 0> <0, 0, Size/5> 
                                 33, 33                
                                 adaptive 1          
                                 //jitter              
                                 circular            
                                 orient 
                           
                        #end  
                                           
                        media_interaction on
                        fade_distance 50       //light is about 100 units away
                        fade_power 4 //2.5   
                }
        #end 
             
        
        
               

        #if ( on ) 
                
                //box { -Size*2.1, Size*2.1
                  sphere { 0, Size*2.1
               
                        hollow 
                                     
                        pigment  {
                                rgbt <0,0,0,1>  
                               
                        } 
                        
                        finish { 
                                ambient 0
                                diffuse 0
                                specular 0
                                reflection 0
                        }
                        
                        interior {  
                                #local S_low = 60;
                                #local S_high = 100; 
                                
                                #if ( on )    
                                        media {
                                                absorption <.09, .020, .01 >*.6                               
                                        }     
                                #end
                                #if ( on )
                                        media {
                                                scattering { 
                                                        1, 
                                                        .45         
                                                        extinction 1.0     
                                                
                                                }      
                                                density { 
                                                        granite  
                                                        turbulence 1
                                                        scale .1         //SMALL
                                                        color_map {
                                                          [0.0  rgb <.000025,.0013,.0025>*.1 ]
                                                          [0.60 rgb <.000025,.0013,.0025>*.3 ]    
                                                          [1.00 rgb <.000025,.0013,.0025>*.3 ]   
                                                        }
                                                } 
                                                samples S_low, S_high  
                                        }
                                        media {
                                                scattering { 
                                                        1, 
                                                        .55  
                                                        extinction 1.0    
                                                
                                                }      
                                                density { 
                                                        granite
                                                         
                                                        turbulence 1.5
                                                        scale .5
                                                        color_map {
                                                          [0.0  rgb <.000025,.0025,.0025>*.1  ]
                                                          [0.60 rgb <.000025,.0025,.0025>*.3  ]    
                                                          [1.00 rgb <.000025,.0025,.0025>*.3  ]   
                                                        }
                                                }
                                                samples S_low, S_high
                                        } 
                                #end
                                #if ( on )
                                        media {                 //large pieces
                                                scattering { 
                                                        1, 
                                                        1  
                                                        extinction 1.0    
                                                
                                                }      
                                                density { 
                                                        granite  
                                                        turbulence .1
                                                        scale 5.5  
                                                        color_map {
                                                          [0.000 rgb <.025,.025,.022>*3]  
                                                          [0.030 rgb <.025,.025,.022>*3]
                                                          [0.035 rgb 0]  
                                                          [1.000 rgb 0]   
                                                        }
                                                }
                                                samples S_low, S_high
                                        } 
                                #end
                                #if ( on )
                                        media {                 //pea
                                                scattering { 
                                                        1, 
                                                        1  
                                                        extinction 1.0    
                                                
                                                }      
                                                density { 
                                                        granite  
                                                        turbulence 0
                                                        scale .03125
                                                        color_map {
                                                          [0.00 rgb 0]
                                                          [0.85 rgb 0] 
                                                          [0.90 rgb <.004,.006,.002>*1.4]
                                                          [1.00 rgb <.004,.006,.002>*1.4]
                                                        }
                                                }
                                                samples S_low, S_high 
                                        } 
                                #end         
                                ior 1.5
                        }       
                } 
        #end