directOcclusionOf function

double directOcclusionOf(
  1. Surface s,
  2. ShaderBindings b
)

DirectOcclusion: what the lights are darkened by — Surface.occlusion, or none when the material keeps its occlusion for indirect light.

Implementation

double directOcclusionOf(Surface s, ShaderBindings b) =>
    occlusionTarget(b) > 1.5 ? 1.0 : s.occlusion;