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import { tslFn } from '../shadernode/ShaderNode.js';
export const getDistanceAttenuation = tslFn( ( 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 = lightDistance.pow( decayExponent ).max( 0.01 ).reciprocal();
return cutoffDistance.greaterThan( 0 ).cond(
distanceFalloff.mul( lightDistance.div( cutoffDistance ).pow4().oneMinus().clamp().pow2() ),
distanceFalloff
);
} ); // validated