getDistanceAttenuation.js 833 B

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  1. import ShaderNode from '../../shadernode/ShaderNode.js';
  2. import {
  3. div, max, sub, mul, saturate, pow, pow2, pow4, cond, greaterThan
  4. } from '../../shadernode/ShaderNodeElements.js';
  5. const getDistanceAttenuation = new ShaderNode( ( inputs ) => {
  6. const { lightDistance, cutoffDistance, decayExponent } = inputs;
  7. // based upon Frostbite 3 Moving to Physically-based Rendering
  8. // page 32, equation 26: E[window1]
  9. // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  10. const distanceFalloff = div( 1.0, max( pow( lightDistance, decayExponent ), 0.01 ) );
  11. return cond(
  12. greaterThan( cutoffDistance, 0 ),
  13. mul( distanceFalloff, pow2( saturate( sub( 1.0, pow4( div( lightDistance, cutoffDistance ) ) ) ) ) ),
  14. distanceFalloff
  15. );
  16. } ); // validated
  17. export default getDistanceAttenuation;