/* Shader description goes here */
surface
translucency12(float    Kd = 1,
  
                        translucence = 1,
                        Km_vein = 1, /* [1 5] */
                        vein_repeats = 1, /* [1 5] */
                        s_freq = 1, /* [1 5]*/
                        t_freq = 1, /* [1 5]*/
                        darkspot = -0.5, /* [-.5 .5]*/
                        noise_amp = 1; /* [1 5]*/
                        
                color    base = color(0.572,0.768,0.317),
                        tip = color(0.980,0.784,0.447);
    
                float    tipbias = 1; /* [1 5]*/
                string     veinmap = "")
{
//color map
color    surfcolor = mix(base,tip,pow(t,tipbias));
  
normal    n = normalize(N);
normal    nf = faceforward(n, I);
  
  
//spotiness
float    spotty = noise (s * s_freq,t * t_freq);
spotty = (spotty + darkspot) * noise_amp;
  
Oi = Os;
  
color    diffFront = Kd * diffuse(nf);
color    diffRear = Kd * diffuse(-nf);
  
//Do we have a map?
  
float density = 1; 
if (veinmap != "")
    density = texture(veinmap, s / vein_repeats, t / vein_repeats) * Km_vein;    
color diffTotal = diffFront + (diffRear * translucence * density );
diffTotal = diffTotal * Kd;
  
  
  
Ci = Oi * Cs * surfcolor * diffTotal + spotty;
}