Ward anisotropic specular model
npm install glsl-specular-ward``glsl
#pragma glslify: wardSpec = require(glsl-specular-ward)
uniform vec3 eyePosition;
uniform vec3 lightPosition;
uniform float shinyPar, shinyPerp;
varying vec3 surfacePosition;
varying vec3 surfaceNormal;
varying vec3 fiberDirection;
void main() {
//Light and view geometry
vec3 eyeDirection = normalize(eyePosition - surfacePosition);
vec3 lightDirection = normalize(lightPosition - surfacePosition);
//Surface properties
vec3 normal = normalize(surfaceNormal);
vec3 fiberPar = normalize(fiberDirection);
vec3 fiberPerp = normalize(cross(surfaceNormal, fiberDirection));
//Compute specular power
float power = wardSpec(
lightDirection,
viewDirection,
normal,
fiberPar,
fiberPerp,
shinyPar,
shinyPerp);
gl_FragColor = vec4(power,power,power,1.0);
}
`
Install with npm:
``
npm install glsl-specular-phong
Then use with glslify.
`glsl`
#pragma glslify: ward = require(glsl-specular-ward)
##### float ward(vec3 lightDir, vec3 eyeDir, vec3 normal, vec3 fiberParallel, vec3 fiberPerpendicular, float shinyParallel, float shinyPerpendicular)
Computes the specular power in the Phong lighting model.
lightDir is a unit length* vec3 pointing from the surface point toward the lighteyeDir
is a unit length* vec3 pointing from the surface point toward the cameranormal
is the unit length* surface normal at the sample pointfiberParallel
is a unit length* vector tangent to the surface aligned with the local fiber orientationfiberPerpendicular
is a unit length* vector tangent to surface aligned with the local fiber orientationshinyParallel
* is the roughness of the fibers in the parallel directionshinyPerpendicular
* is the roughness of the fibers in perpendicular direction
Returns A float` representing the specular power