// Last edited on DATE TIME by USER
// Processed by remove-cam-lights

#macro quadro(tt)

#include "eixos.inc"
#include "retalho.inc"

background{ color rgb < 0.75, 0.80, 0.85 > }

#declare marrom =
  texture{
    pigment{ color rgb < 0.9, 0.2, 0.2 > }
    finish{ diffuse 0.8 ambient 0.01 specular 0.5 roughness 0.005 }
  }

#declare tx_bandeira =
texture{
  uv_mapping
  pigment{
    image_map{jpeg "bandeira.jpg" } translate<-1/2,-1/2,0> rotate -90*z translate<1/2,1/2,0>
  }
    finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 }
}

#declare tx_grito =
texture{
    pigment{
      image_map{jpeg "grito.jpg" } translate<-1/2,-1/2,0> rotate -90*z
    }
    finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005}
}

  #declare lol =
    texture{
      pigment{ color rgb < 0.0, 0.5, 0.8 > }
                      finish{ diffuse 0.8 ambient 0.01 specular 0.5 roughness 0.005 }
    }

    #declare verde =
      texture{
        pigment{ color rgb < 0.15, 0.90, 0.15 > }
                finish{ diffuse 0.8 ambient 0.01 specular 0.5 roughness 0.005 }
      }

      #declare tx_plastico =
        texture{
          pigment{ color rgb < 0.80, 0.90, 0.90 > }
              finish{ diffuse 0.8 ambient 0.01 specular 0.5 roughness 0.005 }
        }

        #declare tx_plastico2 =
          texture{
            pigment{ color rgb < 0.90, 0.90, 0.90 > }
                    finish{ diffuse 0.8 ambient 0.1 specular 0.5 roughness 0.005 }
          }

          #declare tx_fosca =
            texture{
              pigment{ color rgb < 1.00, 0.80, 0.10 > }
                  finish{ diffuse 0.9 ambient 0.1 }
            }

            #declare tx_fosca2 =
              texture{
                pigment{ color rgb < 0.50, 0.50, 0.10 > }
                        finish{ diffuse 0.9 ambient 0.1 }
              }

              #declare tx_espelho =
                texture{
                  pigment{ color rgb < 1.00, 0.85, 0.30 > }
                      finish{ diffuse 0.2 reflection 0.7*< 1.00, 0.85, 0.30 > ambient 0.1 }
                }

                #declare tx_vidro =
                  texture{
                    pigment{ color rgb < 0.85, 0.95, 1.00 > filter 0.70 }
                        finish{ diffuse 0.03 reflection 0.25 ambient 0.02 specular 0.25 roughness 0.05 }
                  }

                  #declare tx_xadrez =
                    texture{
                      pigment{ checker color rgb < 0.10, 0.32, 0.60 >, color rgb < 1.00, 0.97, 0.90 > }
                          finish{ diffuse 0.9 ambient 0.1 }
                              scale 2.0
                    }

#declare raio = 10.000;

#declare ctt = cos(4*pi*tt);

#declare stt = sin(4*pi*tt);

#local p11 = < 0,0,0>; #local p21 = < 0,1.2,0.2>; #local p31 = < 0,2.2,0.2>; #local p41 = < 0,3,0>;
#local p12 = < 0,0.2,1>; #local p22 = < 0,1.1,1>; #local p32 = < 0,2.1,1>; #local p42 = < 0,2.8,1>;
#local p13 = < 0,0.2,2>; #local p23 = < 0,1.1,2>; #local p33 = < 0,2.1,2>; #local p43 = < 0,2.8,2>;
#local p14 = < 0,0,3>; #local p24 = < 0,1.2,2.8>; #local p34 = < 0,2.2,2.8>; #local p44 = < 0,3,3>;

#declare predio =
box{<-4,-4,0> <4,4,20>}

#declare haste =
cylinder{<0,0,0><0,0,2> 0.1}

#declare bandeira =
union{
  object{retalho(p11,p12,p13,p14,p21,p22,p23,p24,p31,p32,p33,p34,p41,p42,p43,p44,0.0001, tx_vidro, tx_bandeira) scale<1, 4/3, 1> translate<0,0,22> }
  object{haste texture{tx_plastico} translate<0,0,20>}
}

#declare bandeira2 =
union{
  object{retalho(p11,p12,p13,p14,p21,p22,p23,p24,p31,p32,p33,p34,p41,p42,p43,p44,0.0001, tx_vidro, tx_grito) scale<1, 1, 1> translate<0,0,22> }
    object{haste texture{tx_plastico} translate<0,0,20>}
}

#declare banner =
box{<-0.5,-0.5,0> <0.5,0.5,0.1> texture{tx_grito}}

          object{predio texture{tx_fosca2}}
          object{banner rotate -90*y  scale<6,6,6> translate <4.1,0,16> }
          object{bandeira translate<0,4,0>}
          object{bandeira translate<0,-4,0>}

          object{ eixos(100.00) }

#end

          quadro(clock)

// Original camera parameters:
// #local cam_ctr = <0,0,0>
// #local cam_loc = <60.00,2,40.00>
// #local cam_vec = <60.00,2,40.00>
// #local cam_sky = z

#include "camlight.inc"
camlight(<0,0,0>,39.676,<10,10,10>,72.139,z,1.2)