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@animech-public/playcanvas

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2 lines (1 loc) 570 B
var t="\nfloat getFalloffWindow(float lightRadius, vec3 lightDir) {\n\tfloat sqrDist = dot(lightDir, lightDir);\n\tfloat invRadius = 1.0 / lightRadius;\n\treturn square( saturate( 1.0 - square( sqrDist * square(invRadius) ) ) );\n}\nfloat getFalloffInvSquared(float lightRadius, vec3 lightDir) {\n\tfloat sqrDist = dot(lightDir, lightDir);\n\tfloat falloff = 1.0 / (sqrDist + 1.0);\n\tfloat invRadius = 1.0 / lightRadius;\n\tfalloff *= 16.0;\n\tfalloff *= square( saturate( 1.0 - square( sqrDist * square(invRadius) ) ) );\n\treturn falloff;\n}\n";export{t as default};