Shader/Light View

This view comprises a scrollable listbox of the Shaders, PointLights and Spotlights in the image. They can be selected in this scrollbox, but are selected automatically when an object that uses the Shader, or the PointLight or Spotlight itself is selected in the orthogonal views.
The shader/light view may be found on the top-right of the display.

A shader can be used for multiple objects. A shader named "::defaultShader" is automatically created if necessary and referenced if no shader has been explicitly created. When Cuboids, Cylinders or Ellipsoids are created, the default shader is assigned to them. A new shader may be created with the "Create" button in the Shader/Light view. To assign the shader to the the object, select one or more objects in the orthogonal views, and a shader in the Shader/Light view, and hit the "Assign" button.

Parameters of objects edited by the Shader/Light view may be modified using the optionmenus and entryfields at the bottom of this view. These will be limited as appropriate for that object. For example, the PointLight has no such parameters, the spotlight has sharpness and shadow parameters and the shader has various different parameters according to which type it is.

The color wheel to the right of this view allows the color or colors to be modified. The color wheel is derived from reference [5] Eff. Tcl/Tk . For the PointLight, Spotlight and many Shaders, only one color value is required. Some shaders require two colors; for example the "Wood" shader. In this case the target color is a parameter selected by an optionmenu below. When the type of a shader is changed to one requiring more colors, then the extra colors are initialized to be the same as the last in the list of existing colors. If however, the shader is changed to one requiring fewer colors, then the excess colors, though temporarily inaccessible, will reappear if the type is changed back to a type requiring those extra colors.
 

Bumpy Shader

The bumpy shader creates a rough texture and uses another referenced shader to define the properties of the surface further. That shader may be any type, including another Bumpy shader. This can be usefully exploited to create roughness at multiple levels.

Shader Limitations

The planet shader has no built in scaling factor, and is intended to work with images scaled to a much smaller number of WORLD UNITS than is used by the TSIPPwb, in which pixels and WORLD UNITS ar equivalent.