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- /**
- * Calculates the intensity of diffusely reflected light.
- *
- * @name czm_getLambertDiffuse
- * @glslFunction
- *
- * @param {vec3} lightDirectionEC Unit vector pointing to the light source in eye coordinates.
- * @param {vec3} normalEC The surface normal in eye coordinates.
- *
- * @returns {float} The intensity of the diffuse reflection.
- *
- * @see czm_phong
- *
- * @example
- * float diffuseIntensity = czm_getLambertDiffuse(lightDirectionEC, normalEC);
- * float specularIntensity = czm_getSpecular(lightDirectionEC, toEyeEC, normalEC, 200);
- * vec3 color = (diffuseColor * diffuseIntensity) + (specularColor * specularIntensity);
- */
- float czm_getLambertDiffuse(vec3 lightDirectionEC, vec3 normalEC)
- {
- return max(dot(lightDirectionEC, normalEC), 0.0);
- }
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