//--- Bright Metallic Gold

#declare Gold2 =
texture {
  pigment { color rgb <0.64, 0.51, 0.05> }
  finish {
    crand 0.02
    ambient 0.3
    diffuse 0.5
    reflection 0.6
    brilliance 8
    specular 0.5
  }
}

#declare Old_Metal =
texture {
  pigment { color rgb 0.4  }
  finish {
    crand 0.02
    ambient 0.3
    diffuse 0.5
    reflection 0.1
    brilliance 4
    specular 0.6
  }
}

#declare Red_Gloss =
texture {
  pigment { color rgb <0.8, 0.1, 0.1> }
  finish {
    ambient 0.3
    diffuse 0.5
    phong 1
    phong_size 70
  }
}

#declare Gray_Plastic =
texture {
  pigment { color rgb 0.65 }
  finish {
    ambient 0.3
    diffuse 0.5
    phong 1
    phong_size 50
  }
}

#declare Black_Plastic =
texture {
  pigment { color rgb 0.05 }
  finish {
    ambient 0.3
    diffuse 0.5
    phong 1
    phong_size 50
    reflection 0.2
  }
}

#declare BRASS = texture { Gold2 }
#declare BRASS_LEG = texture { Gold2 }

#declare BLACK_HOLE =
texture {
  finish {
    ambient 0.10
    diffuse 0.90
    phong 0.03
    phong_size 1.0
    metallic
  }
  pigment { rgb 0 }
}

//  Texture Map in Planner (X) direction for: Deco_Pan
#declare Deco_Panel_Tex =
texture {
  pigment {
    image_map {
      tga "jboxs.tga"
      map_type 0
      interpolate 2
    }
  }
  scale <98, 100, 1>
  rotate y*90
  translate <0, 30 , -49>
  finish {
    ambient 0.2
    diffuse 0.8
    phong 1
    phong_size 40
  }
}

//----White Type
#declare White_Type =
texture {
  pigment { color rgb 0.9 }
  finish {
    ambient 0.2
    diffuse 0.5
    reflection 0.1
    phong 1
    phong_size 40
  }
}

//----Solder Lines
#declare Solder_Lines =
texture {
  pigment { color rgb <0.74 0.9 0.75> }
  finish {
    ambient 0.3
    diffuse 0.7
    reflection 0.4
    brilliance 8
    specular 0.5
  }
}

//----FiberGlass Board
#declare FiberGlass_Board =
texture {
  pigment { color rgbf <0.25, 0.4, 0.3, 0.3> }
  finish {
    ambient 0.15
    diffuse 0.5
    reflection 0.3
    phong 0.6
    phong_size 50
  }
}

//---- Board Trim
#declare Board_Trim =
texture {
  pigment { color rgb <0.45, 0.35, 0.05> }
  finish {
    crand 0.02
    ambient 0.3
    diffuse 0.5
    reflection 0.4
    brilliance 8
    specular 0.5
  }
}

//---- Board Holes
#declare Board_Holes =
texture {
  pigment { color rgb 0.1 }
  finish {
    ambient 0.15
    diffuse 0.5
    phong 0.1
    phong_size 10
  }
}

//  Texture Map in Planner (Z) direction for: PC_Board
#declare PC_Board_Tex =
texture {
  material_map {
    gif "test_pcboard3.gif"
    texture { White_Type }
    texture { Solder_Lines }
    texture { FiberGlass_Board }
    texture { Board_Trim }
    texture { Board_Holes }
  }
  scale <60, 73.84, 1>
  //rotate 0
  translate <-32.36, 45.12, 0>
}


#declare R_Side_Panel_Tex =
texture {
  Deco_Panel_Tex
  translate z*49
  rotate y*-90
  translate x*-49
}

//  Texture Map in Planner (Z) direction for: map_pos
#declare Deco_Door_Face =
texture {
  pigment {
    image_map {
      tga "jboxs.tga"
      map_type 0
      interpolate 2
    }
  }
  scale <98, 100, 1>
  //rotate 0
  translate <-49,-52.98, 0>
  finish {
    ambient 0.2
    diffuse 0.6
    phong 1
    phong_size 40
  }
}

#declare Red_Plastic =
texture {
  finish {
    ambient 0.1
    diffuse 0.9
    phong 0.98
    phong_size 29.4
  }
  pigment { rgb <0.973, 0.255, 0.000> }
}

#declare Dark_Red_Plastic =
texture {
  finish {
    ambient 0.1
    diffuse 0.7
    phong 0.7
    phong_size 50
  }
  pigment { rgb <0.6, 0.1, 0.05> }
}

#declare BLACK_REFL_PLAST =
texture {
  finish {
    ambient 0.3
    diffuse 0.9
    phong 1.00
    phong_size 25
    reflection 0.15
  }
  pigment { rgb 0.1 }
}

#declare Iron_Lable =
texture {
  finish {
    ambient 0.1
    diffuse 0.9
    phong 1.00
    phong_size 50
  }
  pigment { rgb <0.8, 0.1, 0.1> }
}

//--- Bright Silver
#declare Silver1 =
texture {
  pigment { color rgb <0.65, 0.65, 0.75> }
  finish {
    crand 0.02
    ambient 0.3
    diffuse 0.5
    reflection 0.6
    brilliance 8
    specular 0.5
  }
}

#declare SILVER_LEGS = texture { Silver1 }

//--- Lamp
#declare Iron_Bulb =
texture {
  pigment { color rgb 0.9 }
  finish {
    ambient 1
    diffuse 0.5
    phong 1
    phong_size 60
  }
}

//--- Wood Bench
#declare Bench_Wood =
texture {
  pigment { color rgb <0.4, 0.3, 0.2> }
  finish {
    ambient 0.1
    diffuse 0.8
    phong 0.5
    phong_size 50
    reflection 0.15
  }
}

//--- Back Wall
#declare Wall_Paint =
texture {
  pigment { color rgb <0.7, 0.8, 0.8> }
  finish {
    crand 0.05
    ambient 0.2
    diffuse 0.8
    phong 0.2
    phong_size 10
   }
}

//--- Trim Paint
#declare Trim_Paint =
texture {
  pigment { color rgb 0.9 }
  finish {
    ambient 0.3
    diffuse 0.8
    phong 1
    phong_size 60
  }
}

#declare Room_Paint =
texture {
  finish {
    ambient 0.30
    diffuse 0.60
    phong 0.5
    phong_size 20
  }
  pigment { color rgb <0.8, 0.9, 1> }
}

#declare CIELING_WHITE =
texture {
  finish {
    ambient 0.3
    diffuse 0.9
    phong 0.28
    phong_size 8.4
  }
  pigment { rgb 1 }
}

#declare WHITE_GLOW =
texture {
  finish {
    ambient 0.7
    diffuse 0.7
  }
  pigment { color rgb <0.7, 0.9, 1> }
}

#declare Green_Glow =
texture {
  finish {
    ambient 0.8
    diffuse 0.5
    phong 0.5
    phong_size 80
  }
  pigment { color rgb <0.1, 0.9, 0.1> }
}

#declare BLACK_RUBBER =
texture {
  finish {
    crand 0.05
    ambient 0.3
    diffuse 0.7
    phong 1
    phong_size 10
  }
  pigment { rgb <0.22, 0.22, 0.25> }
}

#declare Bellow_Tex =
texture {
  finish {
    crand 0.05
    ambient 0.3
    diffuse 0.7
    phong 1
    phong_size 15
  }
  pigment { rgb <0.25, 0.25, 0.3> }
}

#declare L_IVORY_PLASTIC =
texture {
  finish {
    ambient 0.1
    diffuse 0.9
    phong 0.93
    phong_size 28
    metallic
  }
  pigment { rgb <0.91, 0.902, 0.894> }
}

#declare IVORY_PLASTIC =
texture {
  finish {
    ambient 0.1
    diffuse 0.9
    phong 0.93
    phong_size 28
  }
  pigment { rgb <0.859, 0.847, 0.835> }
}

#declare Shiny =
finish {
  ambient 1
  diffuse 0
  phong 0.002
  phong_size 0.01
}

#include "workbenc.map"
#include "smoke.map"
#include "head.map"
#include "eye_01.map"
#include "eye_02.map"
#include "b_facia.map"
#include "tip.map"

