pub fn soft_shadow_factor(
hit_pos: [f64; 3],
hit_normal: [f64; 3],
light: &AreaLight,
bvh: &Bvh,
triangles: &[Triangle],
num_samples: usize,
samples: &[[f64; 2]],
) -> f64Expand description
Compute soft shadow factor (0=fully shadowed, 1=fully lit) by sampling
an area light with num_samples jittered samples.