#include "colors.inc"camera {  location <0, 2.5, -6>  look_at <0, 0, 0>}/*sky_sphere {  pigment {    gradient y    color_map { [0.0 color blue 0.6] [1.0 color rgb 1] }  }}*/light_source { <-3, 30, -30> White }// ----------------------------------------#declare BlurAmt = .05;#macro MotionBlurredMap(mblur, acol, bcol)  #local blur = mblur / 2;  #if (blur < .25)    color_map {      [0.0        color bcol]      [0.0 + blur color acol]      [0.5 - blur color acol]      [0.5 + blur color bcol]      [1.0 - blur color bcol]    }  #else    #local mix_this_fac = (blur - .25) * 2;    #local mix_other_fac = 1 - mix_this_fac;    #local facol = acol * mix_this_fac + bcol * mix_other_fac;    #local fbcol = bcol * mix_this_fac + acol * mix_other_fac;    color_map {      [0.0 color fbcol]      [0.5 color facol]      [1.0 color fbcol]    }  #end#endcylinder {  0, -1*y, 1  texture {    pigment {      radial frequency 3      MotionBlurredMap(.5, color Red, color White)    }    finish{specular 1}  }   rotate -90*x  rotate clock*360*z  translate -1.5*x}cylinder {  0, -1*y, 1  texture {    pigment {      radial frequency 3      MotionBlurredMap(0, color Red, color White)    }    finish{specular 1}  }   rotate -90*x  rotate clock*360*z  translate 1.5*x}