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@modoki/engine / index / PickedLights

Interface: PickedLights

Rendering

ambient

ambient: [number, number, number]

Summed ambient: linear rgb × intensity (0 when none).


keyColor

keyColor: [number, number, number]

Key directional light: linear rgb × intensity (0 when none).


keyDir

keyDir: [number, number, number]

Unit vector pointing TOWARD the key directional light (what a shader dots with the surface normal). Defaults to straight up when there is none.


points

points: PickedPointLight[]

Up to MAX_SHADER_POINT_LIGHTS point/spot lights, strongest first.

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