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<title>Light.soft — Ludic</title>
<meta name="description" content="Soft shadows — an occluder edge fades through a penumbra of this radius.">
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Light.soft</h1>
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<code class="sig">Light.soft(radius)</code>
<div class="desc"><p>Turns on **soft shadows** for lights emitted after it. A hard shadow tests a single ray from the light centre to each pixel, so an <a href="light-occlude"><code>occluder</code></a> edge cuts sharply. With <code>radius > 0</code> the light is treated as a small disk of that radius: each pixel samples visibility from a cross of points across the disk and averages them, so the shadow edge fades through a **penumbra** instead of a hard line. <code>Light.soft(0)</code> restores hard, single-sample shadows. The setting persists until changed. Deterministic (fixed-point average of integer ray tests).</p></div>
<div class="params"><h2>Parameters</h2><div class="param" id="param-radius"><code class="pname">radius</code><span class="pdesc">the light's apparent size in pixels; larger = wider penumbra (<code>0</code> = hard)</span></div></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Demo {
property Torch { x: int = 0, y: int = 0 }
model Lamp { Torch }
handler Render phase Update {
Screen.clear(0)
Light.ambient(Color.rgb(24, 24, 32))
Light.clear_occluders()
Light.occlude(96, 40, 6, 40) # a pillar casting a shadow
Light.soft(5) # 5px penumbra
Light.point(60, 60, 90, Color.rgb(255, 240, 200), 1.0)
Screen.show()
}
}</pre></div>
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