# Code coverage report for src/shader/source/deferred/sphere.glsl.js

# all files / src/shader/source/deferred/ sphere.glsl.js

100% Statements 1/1
100% Branches 0/0
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100% Lines 1/1

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     export default "@export clay.deferred.sphere_light\n@import clay.deferred.chunk.light_head\n@import clay.util.calculate_attenuation\n@import clay.deferred.chunk.light_equation\nuniform vec3 lightPosition;\nuniform vec3 lightColor;\nuniform float lightRange;\nuniform float lightRadius;\nuniform vec3 eyePosition;\nvarying vec3 v_Position;\nvoid main()\n{\n    @import clay.deferred.chunk.gbuffer_read\n    vec3 L = lightPosition - position;\n    vec3 V = normalize(eyePosition - position);\n    float dist = length(L);\n    vec3 R = reflect(V, N);\n    float tmp = dot(L, R);\n    vec3 cToR = tmp * R - L;\n    float d = length(cToR);\n    L = L + cToR * clamp(lightRadius / d, 0.0, 1.0);\n    L = normalize(L);\n    vec3 H = normalize(L + V);\n    float ndl = clamp(dot(N, L), 0.0, 1.0);\n    float ndh = clamp(dot(N, H), 0.0, 1.0);\n    float ndv = clamp(dot(N, V), 0.0, 1.0);\n    float attenuation = lightAttenuation(dist, lightRange);\n    gl_FragColor.rgb = lightColor * ndl * attenuation;\n    glossiness = clamp(glossiness - lightRadius / 2.0 / dist, 0.0, 1.0);\n    gl_FragColor.rgb = attenuation * lightEquation(\n        lightColor, diffuseColor, specularColor, ndl, ndh, ndv, glossiness\n    );\n    gl_FragColor.a = 1.0;\n}\n@end";