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