Documentation / @ripl/3d / LIGHT_DIRECTION
Variable: LIGHT_DIRECTION ​
constLIGHT_DIRECTION:Readonly<{back:Vector3;bottom:Vector3;bottomLeft:Vector3;bottomRight:Vector3;front:Vector3;left:Vector3;right:Vector3;top:Vector3;topBack:Vector3;topFront:Vector3;topLeft:Vector3;topLeftBehind:Vector3;topLeftFront:Vector3;topRight:Vector3;topRightBehind:Vector3;topRightFront:Vector3; }>
Defined in: 3d/src/core/constants.ts:20
Pre-normalized light direction vectors for common light positions.
Each entry is normalized at module load from its exact axis combination, so a diagonal is a true unit vector rather than a rounded decimal — Context3D.getLightDirectionForRender and the WGSL shader both assume unit length and a truncated one biases every diagonal light slightly dim.