light
VEX context
Define a light shader with a program called from surface or fog shaders to calculate the illumination of a surface.
Light shaders are called from surface or fog shaders to compute the illumination from a given light source. The light shader can be invoked in an illuminance loop or using the standard diffuse(), specular(), etc. functions.
Globals
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Time (read-only) |
The time at which the shading occurs, as a number from 0 (shutter open) to 1 (shutter close). |
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dPdz (read-only) |
Floating point step size for volume rendering. |
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P (read-only) |
Position of the point on the surface being shaded. In light or shadow shaders, the P variable contains the point on the light source. |
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Lz (read-only) |
Z-axis in the space of the light. This is a unit vector. |
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Ng (read-only) |
Geometric normal for the surface. This normal represents the “true” normal of the surface being shaded. For example, with Phong shading, the N variable represents the interpolated normal, while the Ng variable represents the true polygon normal. |
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L |
Vector from the point on the surface to the light source. The length of this vector represents the distance to the light source. |
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dPds (read-only) |
Change in position with respect to the parametric s. |
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I (read-only) |
Direction from the eye to the point being shaded. This may or may not be a normalized vector. |
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Eye (read-only) |
Position of the eye. |
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dPdt (read-only) |
Change in position with respect to the parametric t. |
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t (read-only) |
Parametric t (sometimes called v) coordinate of the surface being shaded. |
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N (read-only) |
Shading normal for the surface. |
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Cl |
Light color. |
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s (read-only) |
Parametric s (sometimes called u) coordinate of the surface being shaded. |
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Ps (read-only) |
Position of the point on the surface being illuminated. |