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