#include "colors.inc"
#include "Woods.inc"    
#include "metals.inc"

#declare definition = 1;

#declare BaseStone = 

   pigment
   { 
     bozo
     pigment_map
     {       
        [0 image_map{ png "stonemap.png" }translate .5*y scale 1] 
        [.5 image_map{ png "stonemap.png" }scale 1]
        [.8 image_map{ png "stonemap.png" }scale 1.1]
        [1 image_map{ png "stonemap.png" }scale 1.1]
     }
     scale 1    
   } 

#declare StonePigment =

   pigment
   { 
     gradient y   
     turbulence 0.15
     pigment_map{
        [0   Black]
        [0.3 BaseStone]
        [1   BaseStone]  
     }
     scale <12,15,12>
     translate -1*y    
   } 
 
      
#declare StoneTex = 

  texture{
  
     pigment{
       crackle  
       turbulence 0.2
       pigment_map{
         [0    StonePigment]
         [0.3    StonePigment]
         [1    Black] 
       }
     }      
     
     normal{
       crackle 
       turbulence 0.2
       bump_size 1.5
     } 
       
     finish{
        phong 0
        diffuse 0.3
     
     }
     scale 1.2


  }




#declare bronzecolour     =  color rgb <0.65, 0.35, 0.15>;
#declare darkbronzecolour =  rgb<0.32156862745098, 0.152941176470588, 4.70588235294118E-02>;
  
#declare bronze = texture{

    pigment{
      bozo
      pigment_map {
        [0.0  bronzecolour]
        [1.0  darkbronzecolour]  
      }
    }
    finish {
      ambient 0.25
      brilliance 5
      diffuse 0.8
      metallic
      specular 0.8
      roughness 0.05
      reflection 0.025
    }

      scale 0.00125
}

#declare HullTex = texture{T_Wood8 rotate 90*y scale 0.25 normal{ bumps bump_size 0.5 scale <1,0.0625,1> }translate -10*y} 

#declare MastTex = texture{T_Wood8 rotate 90*y scale 0.1 } 
        
#declare OarTex  = texture{T_Wood19 scale 1}

#declare DeckTex = texture{T_Wood8 rotate 90*y scale 0.1}

#declare FrameTex= texture{T_Wood2 rotate 90*y scale 0.25  normal{ bumps bump_size 1 scale <1,0.0625,1>  } }

#declare RamTex  = texture{T_Copper_3B normal{ bumps bump_size 0.25 scale 0.1 }}

#declare RopeTex = texture{ pigment{rgb<.4,.4,.3>} normal{ bumps bump_size 0.25 scale 0.025 }}

#declare SailTex = texture{pigment{ bozo color_map{[0 rgb<.4,.4,.4>] [0.2 rgb<.5,.5,.4>][1 rgb<.5,.5,.4>] }scale 0.1 }}

#declare AmourTex2= texture{


    pigment{ Gray25
    }
    finish {
      ambient 0.25
      brilliance 5
      diffuse 0.8
      metallic
      specular 0.8
      roughness 0.05
      reflection 0.05
    }
    
    normal{bumps bump_size 3}
 //     scale 0.00125
}

#declare AmourTex1= texture{

    pigment{ Gray10
    }
    finish {
      ambient 0.25
      brilliance 5
      diffuse 0.8
      metallic
      specular 0.8
      roughness 0.05
      reflection 0.05
    }
    
    normal{bumps}
      scale 0.00125
}
 
	
 