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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

Time (read-only)

The time at which the shading occurs, as a number from 0 (shutter open) to 1 (shutter close).

dPdz (read-only)

Floating point step size for volume rendering.

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.

Lz (read-only)

Z-axis in the space of the light. This is a unit vector.

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.

L

Vector from the point on the surface to the light source. The length of this vector represents the distance to the light source.

dPds (read-only)

Change in position with respect to the parametric s.

I (read-only)

Direction from the eye to the point being shaded. This may or may not be a normalized vector.

Eye (read-only)

Position of the eye.

dPdt (read-only)

Change in position with respect to the parametric t.

t (read-only)

Parametric t (sometimes called v) coordinate of the surface being shaded.

N (read-only)

Shading normal for the surface.

Cl

Light color.

s (read-only)

Parametric s (sometimes called u) coordinate of the surface being shaded.

Ps (read-only)

Position of the point on the surface being illuminated.