// Do not edit. import { ShaderStore } from "../../Engines/shaderStore.js"; const name = "pbrDirectLightingFalloffFunctions"; const shader = `float computeDistanceLightFalloff_Standard(vec3 lightOffset,float range) {return max(0.,1.0-length(lightOffset)/range);} float computeDistanceLightFalloff_Physical(float lightDistanceSquared) {return 1.0/maxEps(lightDistanceSquared);} float computeDistanceLightFalloff_GLTF(float lightDistanceSquared,float inverseSquaredRange) {float lightDistanceFalloff=1.0/maxEps(lightDistanceSquared);float factor=lightDistanceSquared*inverseSquaredRange;float attenuation=saturate(1.0-factor*factor);attenuation*=attenuation;lightDistanceFalloff*=attenuation;return lightDistanceFalloff;} float computeDistanceLightFalloff(vec3 lightOffset,float lightDistanceSquared,float range,float inverseSquaredRange) { #ifdef USEPHYSICALLIGHTFALLOFF return computeDistanceLightFalloff_Physical(lightDistanceSquared); #elif defined(USEGLTFLIGHTFALLOFF) return computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange); #else return computeDistanceLightFalloff_Standard(lightOffset,range); #endif } float computeDirectionalLightFalloff_Standard(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent) {float falloff=0.0;float cosAngle=maxEps(dot(-lightDirection,directionToLightCenterW));if (cosAngle>=cosHalfAngle) {falloff=max(0.,pow(cosAngle,exponent));} return falloff;} float computeDirectionalLightFalloff_Physical(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle) {const float kMinusLog2ConeAngleIntensityRatio=6.64385618977; float concentrationKappa=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);vec4 lightDirectionSpreadSG=vec4(-lightDirection*concentrationKappa,-concentrationKappa);float falloff=exp2(dot(vec4(directionToLightCenterW,1.0),lightDirectionSpreadSG));return falloff;} float computeDirectionalLightFalloff_GLTF(vec3 lightDirection,vec3 directionToLightCenterW,float lightAngleScale,float lightAngleOffset) {float cd=dot(-lightDirection,directionToLightCenterW);float falloff=saturate(cd*lightAngleScale+lightAngleOffset);falloff*=falloff;return falloff;} float computeDirectionalLightFalloff(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent,float lightAngleScale,float lightAngleOffset) { #ifdef USEPHYSICALLIGHTFALLOFF return computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle); #elif defined(USEGLTFLIGHTFALLOFF) return computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset); #else return computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent); #endif }`; // Sideeffect ShaderStore.IncludesShadersStore[name] = shader; /** @internal */ export const pbrDirectLightingFalloffFunctions = { name, shader }; //# sourceMappingURL=pbrDirectLightingFalloffFunctions.js.map