surface bulb( float Ks = 1.0, Ka = 0.8, Kd = 0.8, Ksilh = 0.05, roughness = 0.1, silhrough = 0.55; color specularcolor = 1) { normal n = faceforward(normalize(N), I); vector i = -normalize(I); float d = n.i; color y = color(1.8,1.8,1.0); color l = ambient() + diffuse(n); Oi = 0.8*d; Ci = Oi*mix(l, y, d); }