///////////////////////////////////////////////////////////////////////////
// ambientlight.osl - simple ambient (constant, non-directional) light
//                    source
//
// Parameters:
//   intensity - overall (scalar) scaling on the output of the light
//   lightcolor - another (color) scaling of the light color
//
/////////////////////////////////////////////////////////////////////////////
// Copyright 2004 NVIDIA Corporation.  All Rights Reserved.
// 
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
// 
// * Redistributions of source code must retain the above copyright
//   notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
//   notice, this list of conditions and the following disclaimer in the
//   documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA nor the names of its contributors
//   may be used to endorse or promote products derived from this software
//   without specific prior written permission.
// 
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// (This is the Modified BSD License)
/////////////////////////////////////////////////////////////////////////////


light
ambientlight
    [[ string help = "Ambient light" ]]
(
    float intensity = 1
        [[  string help = "Overall light intensity" ]],
    color lightcolor = 1
        [[  string help = "Overall light color" ]]
  )
{
    Cl = intensity * lightcolor;
    L = 0;
}
