light MKshadowdistant_rim( float intensity=1 ; color lightcolor=1 ; point from = point "shader" (0,0,0) ; point to = point "shader" (0,0,1) ; string shadowname=""; float samples=16; float width=1; float __rimlight = 0; float __nonspecular = 1; float __nondiffuse = 1; ) { solar( to - from, 0.0 ) { Cl = intensity * lightcolor; if (shadowname != "") { Cl *= 1 - shadow(shadowname, Ps, "samples", samples, "swidth", width, "twidth", width); } } }