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The Oren-Nayar diffuse lighting model implemented in GLSL.


#pragma glslify: orenNayar require(glsl-diffuse-orenNayar) 
uniform vec3 lightPosition, eyePosition;
varying vec3 surfacePosition, surfaceNormal;
void main() {
  //Light and view geometry 
  vec3 lightDirection = normalize(lightPosition - surfacePosition);
  vec3 viewDirection = normalize(eyePosition - surfacePosition);
  //Surface properties 
  vec3 normal = normalize(surfaceNormal);
  //Compute diffuse light intensity 
  float power = orenNayar(
  gl_FragColor = vec4(power,power,power,1.0);


Install with npm:

npm install glsl-diffuse-oren-nayar

Then use with glslify.


#pragma glslify: orenNayar require(glsl-diffuse-oren-nayar) 
float orenNayar(vec3 lightDir, vec3 viewDir, vec3 normal, float roughness, float albedo)

Computes the diffuse intensity in the Lambertian model

  • lightDir is a unit length vec3 pointing from the surface point toward the light
  • viewDir is a unit length vec3 pointing toward the camera
  • normal is the unit length surface normal at the sample point
  • roughness is a parameter between 0 and 1 measuring the surface roughness. 0 for smooth, 1 for matte
  • albedo measures the intensity of the diffuse reflection. Values >0.96 do not conserve energy

Returns A float representing the diffuse light intensity


(c) 2014 Mikola Lysenko. MIT License