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Ward
A shader implementing the anisotropic Ward (1992) reflectance model.
The BRDF is:
$f_r = k_d / π + k_s · exp(−E(h)) / (4π · α_u · α_v · √(cos θ_i · cos θ_o))$
where the exponent for the isotropic case is
$E(h) = tan²θ_h / α²$
and for the anisotropic case
$E(h) = ((h·T)² / α_u² + (h·B)² / α_v²) / (h·N)²$
with N the surface normal, T = dpdu, B = dpdv the surface tangents, α_u the roughness along T (field {@link #roughness}), and α_v the roughness along B (field {@link #roughnessV}; if {@code null}, isotropic with α_v = α_u). The model supports diffuse, specular, and (optionally) transparent transmission via the {@link #transparency} field. Transmission uses Fresnel-weighted straight-through (delta BTDF), CPU light model only.
