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);
        }
    }
}

