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<title>Light.height — Ludic</title>
<meta name="description" content="Set the virtual height of lights above the surface, for normal-map shading.">
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Light.height</h1>
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<code class="sig">Light.height(height)</code>
<div class="desc"><p>Sets how far above the surface plane lights sit, in pixels — the <code>z</code> distance used when shading <a href="light-normal"><code>normal-mapped</code></a> surfaces. A low height makes light rays graze the surface, so tilted faces contrast sharply; a high height lights everything more head-on. It only affects the <code>N·L</code> term, so a scene with no stamped normals is unchanged. The default (<code>64</code>) suits most scenes. Persists until changed.</p></div>
<div class="params"><h2>Parameters</h2><div class="param" id="param-height"><code class="pname">height</code><span class="pdesc">the light's height above the plane in pixels (<code>> 0</code>)</span></div></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Demo {
property Wall { x: int = 0, y: int = 0 }
model Block { Wall }
handler Render phase Update {
Screen.clear(0)
Light.clear_normals()
Light.height(24) # low, grazing light
Light.normal(60, 50, 16, 24, 0.7, 0.0)
Light.point(120, 62, 90, Color.rgb(255, 240, 200), 1.0)
Screen.show()
}
}</pre></div>
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