# Copyright 2012 United States Government, as represented by the Secretary of Defense, Under # Secretary of Defense (Personnel & Readiness). # # Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except # in compliance with the License. You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software distributed under the License # is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express # or implied. See the License for the specific language governing permissions and limitations under # the License. ## The component representation of a light in 3D space ## ## @name light.vwf ## @namespace --- extends: http://vwf.example.com/node3.vwf properties: ## Constant attenuation ## ## @name light.vwf#constantAttenuation ## @property glge-constantAttenuation: ## Linear attenuation ## ## @name light.vwf#linearAttenuation ## @property glge-linearAttenuation: ## Quadratic attenuation ## ## @name light.vwf#quadraticAttenuation ## @property glge-quadraticAttenuation: ## Enables the spotCosCutOff calculations ## ## @name light.vwf#spotCutOff ## @property glge-spotCutOff: ## Represents the cosine ofthe angle beyond which the light is cut off ## ## @name light.vwf#spotCosCutOff ## @property glge-spotCosCutOff: ## Amount of "spottiness" of the spotlight ## ## @name light.vwf#spotExponent ## @property glge-spotExponent: ## Diffuse value ## ## @name light.vwf#diffuse ## @property glge-diffuse: ## Specular value ## ## @name light.vwf#specular ## @property glge-specular: ## The number of samples for shadow ## ## @name light.vwf#samples ## @property glge-samples: ## The softness value of shadow ## ## @name light.vwf#softness ## @property glge-softness: ## The Shadow Buffer Memory size for the resolution height of the shadow ## ## @name light.vwf#bufferHeight ## @property glge-bufferHeight: ## The Shadow Buffer Memory size for the resolution width of the shadow ## ## @name light.vwf#bufferWidth ## @property glge-bufferWidth: ## The shadow buffer bias. Map bias moves the shadow toward or away from the shadow-casting object(s) ## ## @name light.vwf#shadowBias ## @property glge-shadowBias: ## The shadow casting distance ## ## @name light.vwf#distance ## @property glge-distance: ## The shadow casting flag. True if casting shadows is enabled. ## ## @name light.vwf#castShadows ## @property glge-castShadows: ## Sets the cascade levels ## ## @name light.vwf#cascadeLevels ## @property glge-cascadeLevels: ## Sets the softness if this is a spot light ## ## @name light.vwf#spotSoftness ## @property glge-spotSoftness: ## Sets the distance of the softness if this is a spot light ## ## @name light.vwf#spotSoftness ## @property glge-spotSoftnessDistance: