import { ShaderNode, div, max, sub, mul, saturate, pow, pow2, pow4, cond, greaterThan } from '../../shadernode/ShaderNodeBaseElements.js'; const getDistanceAttenuation = new ShaderNode( ( inputs ) => { const { lightDistance, cutoffDistance, decayExponent } = inputs; // based upon Frostbite 3 Moving to Physically-based Rendering // page 32, equation 26: E[window1] // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf const distanceFalloff = div( 1.0, max( pow( lightDistance, decayExponent ), 0.01 ) ); return cond( greaterThan( cutoffDistance, 0 ), mul( distanceFalloff, pow2( saturate( sub( 1.0, pow4( div( lightDistance, cutoffDistance ) ) ) ) ) ), distanceFalloff ); } ); // validated export default getDistanceAttenuation;