func normalize (vec) { vec »/» (vec »*« vec -> sum.sqrt) } func dot (x, y) { -(x »*« y -> sum) `max` 0 }   var x = var y = 255 x += 1 if x.is_even # must be odd   var light = normalize([ 3, 2, -5 ]) var depth = 255   func draw_sphere(rad, k, ambient) { var pixels = [] var r2 = (rad * rad) var range = (-rad .. rad) for x,y in (range ~X range) { if ((var x2 = x*x) + (var y2 = y*y) < r2) { var vector = normalize([x, y, (r2 - x2 - y2).sqrt]) var intensity = (dot(light, vector)**k + ambient) var pixel = (0 `max` (intensity*depth -> int) `min` depth) pixels << pixel } else { pixels << 0 } } return pixels }   var outfile = %f'sphere-sidef.pgm' var out = outfile.open('>:raw')   out.say("P5\n#{x} #{y}\n#{depth}") # .pgm header out.print(draw_sphere((x-1)/2, .9, .2).map{.chr}.join) out.close