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//This file is automatically rebuilt by the Cesium build process. /*global define*/ define(function() { "use strict"; return "/**\n\ * Calculates the specular intensity of reflected light.\n\ *\n\ * @name czm_getSpecular\n\ * @glslFunction\n\ *\n\ * @param {vec3} lightDirectionEC Unit vector pointing to the light source in eye coordinates.\n\ * @param {vec3} toEyeEC Unit vector pointing to the eye position in eye coordinates.\n\ * @param {vec3} normalEC The surface normal in eye coordinates.\n\ * @param {float} shininess The sharpness of the specular reflection. Higher values create a smaller, more focused specular highlight.\n\ *\n\ * @returns {float} The intensity of the specular highlight.\n\ *\n\ * @see czm_phong\n\ *\n\ * @example\n\ * float diffuseIntensity = czm_getLambertDiffuse(lightDirectionEC, normalEC);\n\ * float specularIntensity = czm_getSpecular(lightDirectionEC, toEyeEC, normalEC, 200);\n\ * vec3 color = (diffuseColor * diffuseIntensity) + (specularColor * specularIntensity);\n\ */\n\ float czm_getSpecular(vec3 lightDirectionEC, vec3 toEyeEC, vec3 normalEC, float shininess)\n\ {\n\ vec3 toReflectedLight = reflect(-lightDirectionEC, normalEC);\n\ float specular = max(dot(toReflectedLight, toEyeEC), 0.0);\n\ return pow(specular, shininess);\n\ }"; });
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3 entries across 3 versions & 1 rubygems