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@openhps/core

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Open Hybrid Positioning System - Core component

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.getDistanceAttenuation = void 0; var _TSLBase = require("../tsl/TSLBase.js"); /** * Represents a `discard` shader operation in TSL. * * @method * @param {Object} inputs - The input parameter object. * @param {Node<float>} inputs.lightDistance - The distance of the light's position to the current fragment position. * @param {Node<float>} inputs.cutoffDistance - The light's cutoff distance. * @param {Node<float>} inputs.decayExponent - The light's decay exponent. * @return {Node<float>} The distance falloff. */ const getDistanceAttenuation = exports.getDistanceAttenuation = /*@__PURE__*/(0, _TSLBase.Fn)(({ lightDistance, cutoffDistance, decayExponent }) => { // 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).select(distanceFalloff.mul(lightDistance.div(cutoffDistance).pow4().oneMinus().clamp().pow2()), distanceFalloff); }); // validated