light opnormalmap → rgbimport fullseye as fs; fs.ledger.normal_map_shade(normals, light_dir=(0.0, 0.0, 1.0), ambient=0.1, diffuse='reference', specular=0.0, shininess=32.0, view_dir=(0.0, 0.0, 1.0), scheme='okabe_ito') (実装を直接呼ぶなら import gfx2d; gfx2d.normal_map_shade(normals, light_dir=(0.0, 0.0, 1.0), ambient=0.1, diffuse='reference', specular=0.0, shininess=32.0, view_dir=(0.0, 0.0, 1.0), scheme='okabe_ito')、台帳から引くなら opsgfx2d.get("normal_map_shade"))Shade a 2-D normal map with one directional light (Lambert + Blinn 1977).
normals is a normalmap: (H, W, 3) unit vectors, as
:func:normal_map_decode returns. Non-unit input raises rather than being
normalised for you — a normal map that is not normalised is usually a map
that was never decoded, and quietly fixing it hides the mistake.
out = diffuse * (ambient + max(n·l, 0)) + specular * max(n·h, 0)^shininess
with h the normalised halfway vector between light and view.
Directions are (x, y, z) with +x right, +y down, +z out of the
screen — the same handedness as the pixel grid, so a light at
(0, -1, 1) comes from above the screen. Getting the sign of y wrong
flips the perceived relief (bumps become dents) without raising anything;
that is the one thing to check on first render.
py -3.11 examples/gfx2d_scene.pyrgb を入力に取れる)srgb_to_linear · linear_to_srgb · blend_mode · light_mask · normal_map_decode · bloom · vignette · chromatic_aberration
light)radial_light · light_mask · normal_map_decode · shadow_cast_2d
Provenance: gfx2d.py — GFX2D operator registry. この per-op ノートは tools/opdocs.py md が自動生成(手編集しない)。
© 2026 Kazufumi Furuse — Fullseye operator documentation. Licensed under Apache-2.0.