@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.