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couple of snapshots of the different material properties (color, roughness, metalness, fresnel) randomly assigned to each strand. it's quite noisy for now, the idea is to to do some temporal filtering
this is as glossy as it will get, i think... shiny enough
(i should stop playing with shading and start with animation)
enough for today: i've redone the specular shading to work correctly (there's just one directional light right now) in preparation for shadow mapping