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Describe the reflective properties of a surface:
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FINISH:
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Jump to SDL
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finish { [FINISH_IDENTIFIER] [FINISH_ITEMS] }
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FINISH_ITEMS:
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[ambient COLOR] & [diffuse FLOAT] & [brilliance FLOAT]
& [PHONG] & [SPECULAR] & [REFLECTION] & [IRID] & [crand FLOAT] & [conserve_energy [BOOL]]
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PHONG:
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phong FLOAT & [phong_size FLOAT] & [metallic [FLOAT]]
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SPECULAR:
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specular FLOAT & [roughness FLOAT] & [metallic [FLOAT]]
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REFLECTION:
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reflection COLOR [reflection_exponent FLOAT] | reflection
{ [COLOR,] COLOR [REFLECTION_ITEMS] }
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REFLECTION_ITEMS:
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[fresnel BOOL] & [falloff FLOAT] & [exponent FLOAT]
& [metallic [FLOAT]]
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Must also use
interior {ior FLOAT} in
the object when fresnel is used.
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IRID:
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irid { F_AMOUNT [IRID_ITEMS] }
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IRID_ITEMS:
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[thickness FLOAT] & [turbulence FLOAT]
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