is the spotlight's direction (GL_ SPOT_DIRECTION),
assuming the light is a spotlight and the vertex lies inside the cone of
illumination produced by the spotlight.
The dot product of the two vectors and
varies as the cosine of the
angle between them; hence, objects directly in line get maximum
illumination, and objects off the axis have their illumination drop as the
cosine of the angle.
To determine whether a particular vertex lies within the cone of
illumination, OpenGL evaluates
where
and
are as
defined above. If this value is less than the cosine of the spotlight's
cutoff angle (GL_ SPOT_CUTOFF), then the vertex lies outside the cone;
otherwise, it's inside the cone.