1.0.0 • Published 11 years ago
glsl-specular-ward v1.0.0
glsl-specular-ward
Computes the anisotropic specularity in the Ward model
Example
#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);
}Usage
Install with npm:
npm install glsl-specular-phongThen use with glslify.
API
#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.
lightDiris a unit lengthvec3pointing from the surface point toward the lighteyeDiris a unit lengthvec3pointing from the surface point toward the cameranormalis the unit length surface normal at the sample pointfiberParallelis a unit length vector tangent to the surface aligned with the local fiber orientationfiberPerpendicularis a unit length vector tangent to surface aligned with the local fiber orientationshinyParallelis the roughness of the fibers in the parallel directionshinyPerpendicularis the roughness of the fibers in perpendicular direction
Returns A float representing the specular power
License
(c) 2014 Mikola Lysenko. MIT License
1.0.0
11 years ago