1 #ifndef R2_LIGHT_POSITIONAL_H     2 #define R2_LIGHT_POSITIONAL_H    51   vec3 position_diff       = p - light.
position;
    55   float distance           = length (position_diff);
    84   return 1.0 - clamp (exponential, 0.0, 1.0);
    87 #endif // R2_LIGHT_POSITIONAL_H vec3 color
The light color. The components are assumed to be in the range [0, 1]. 
 
float R2_lightPositionalAttenuation(const R2_light_positional_t light, const float distance)
 
Vectors used when calculating positional lighting. 
 
vec3 surface_to_light
Direction from surface to light source (referred to as L in most texts) 
 
float inverse_falloff
The inverse falloff value (1.0 / falloff). 
 
float intensity
The light intensity. 
 
float inverse_range
The inverse light range (1.0 / range). 
 
float distance
The distance between the surface and light source. 
 
R2_light_positional_vectors_t R2_lightPositionalVectors(const R2_light_positional_t light, const vec3 p, const vec3 n)
 
vec3 light_to_surface
Direction from light source to surface (referred to as -L in most texts) 
 
vec3 observer_to_surface
Direction from observer to surface (referred to as V in most texts) 
 
vec3 normal
The surface normal (referred to as N in most texts) 
 
vec3 position
The eye-space light position.