surface myshader( float Kd = .8, Ka = .2) { float sum = 0; float i, freq = 1.0; for (i = 0; i < 6; i = i + 1) { sum = sum + abs(.5 - noise(freq*I))/freq; freq += log(freq); } Ci = Cs*sum*(Ka + Kd*diffuse(faceforward(normalize(N),4*I))); }