lightDir
LightDir is a vector representing the direction of incoming light with respect to a point on a surface in shading calculations. It is typically a normalized three-dimensional vector and is used to determine how much light a surface receives. In practice, lightDir may be defined in world space, view space, or tangent space, depending on the rendering pipeline.
Conventions and computation vary. For a directional light, lightDir is constant across the scene. For a point
LightDir is commonly used in lighting models such as Lambertian diffuse reflection and specular terms in Phong
In shader code, lightDir is frequently supplied as a uniform or computed per fragment and named consistently