/**
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* The lighting model to use for lighting a {@link ModelExperimental}.
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*
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* @enum {Number}
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*
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* @experimental This feature is using part of the 3D Tiles spec that is not final and is subject to change without Cesium's standard deprecation policy.
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*/
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var LightingModel = {
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/**
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* Use unlit shading, i.e. skip lighting calculations. The model's
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* diffuse color (assumed to be linear RGB, not sRGB) is used directly
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* when computing <code>gl_FragColor</code>. The alpha mode is still
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* applied.
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*
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* @type {Number}
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* @constant
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*/
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UNLIT: 0,
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/**
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* Use physically-based rendering lighting calculations. This includes
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* both PBR metallic roughness and PBR specular glossiness. Image-based
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* lighting is also applied when possible.
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*
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* @type {Number}
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* @constant
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*/
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PBR: 1,
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};
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export default Object.freeze(LightingModel);
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