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import {
ShaderNode, div, max, sub, mul, clamp, pow, pow2, pow4, cond, greaterThan
} from '../../shadernode/ShaderNodeBaseElements.js';
const getDistanceAttenuation = new ShaderNode( ( inputs ) => {
const { lightDistance, cutoffDistance, decayExponent } = inputs;
// based upon Frostbite 3 Moving to Physically-based Rendering
// page 32, equation 26: E[window1]
// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
const distanceFalloff = div( 1.0, max( pow( lightDistance, decayExponent ), 0.01 ) );
return cond(
greaterThan( cutoffDistance, 0 ),
mul( distanceFalloff, pow2( clamp( sub( 1.0, pow4( div( lightDistance, cutoffDistance ) ) ) ) ) ),
distanceFalloff
);
} ); // validated
export default getDistanceAttenuation;