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- import { tslFn } from '../shadernode/ShaderNode.js';
- export const getDistanceAttenuation = tslFn( ( inputs ) => {
- const { lightDistance, cutoffDistance, decayExponent } = inputs;
- // based upon Frostbite 3 Moving to Physically-based Rendering
- // page 32, equation 26: E[window1]
- // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
- const distanceFalloff = lightDistance.pow( decayExponent ).max( 0.01 ).reciprocal();
- return cutoffDistance.greaterThan( 0 ).cond(
- distanceFalloff.mul( lightDistance.div( cutoffDistance ).pow4().oneMinus().clamp().pow2() ),
- distanceFalloff
- );
- } ); // validated
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