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| Shader | Reflectance
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| Synopsis |
Phong-style reflectance.
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| Location | lishslte | |||||||||||||||||||||||
| Description |
A reflectance model conforming with the popular Phong
model in which reflections are greatest in the `mirror'
direction of a surface opposite the viewing direction
with respect to the surface normal.
Reflectance coefficients are provided which allow specification of the amount of ambient, diffuse and specular light reflected, corresponding to arguments "ambient factor", "diffuse factor" and "specular factor" respectively. The sharpness of the specular reflection highlights can be controlled by means of argument "exponent". The reflection is made sharper with large values of the exponent, such as 10.0. Small values, such as 1.0, decrease the specular fall-off. The colour of the specular highlights is filtered by the colour argument "specular colour". This model is suitable for shiny or highly pollished materials such as ceramic or glass.
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