phong vex function
Context: surface
phong, blinn, and specular return the illumination for specular highlights using different lighting models.
vector phong(vector nml, vector V, float shinyness)bsdf phong(float exponent)bsdf phong(vector nml, float exponent)
See writing a PBR shader for information on BSDFs.
phong, blinn, and specular return the illumination for specular highlights using different lighting models.
V represents the normalized vector from the surface to the eye (-normalize(I)). shinyness is the Phong exponent (typically around 20 or higher). roughness represents the surface roughness (typically 0 to 1).
You can optionally specify a light mask.
BSDF version
bsdf phong(float exponent)bsdf phong(vector nml, float exponent)

A phong reflection.
exponent- phong exponent.
