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compute_rim_light

Function compute_rim_light 

Source
pub fn compute_rim_light(
    normal: Vec3,
    view_dir: Vec3,
    config: &DepthEffectsConfig,
) -> Vec3
Expand description

Compute Fresnel-based rim lighting for glyph silhouette readability. Rim light is strongest at glancing angles (normal ⊥ view direction).