Hi!
I’m developing a fur shader, and I added specular calculation inside the vertex program.
It all works fine and dandy, only problems are
- It does cut the spec at the UV cuts (which is understandable)
and more importantly
2)the specular is, of course, based on vertexes, that meaning that I get fairly evident vertexes getting visible from that.
I would like to blur or smooth the spec value that I calculate in the vertex program in the fragment program…anyone knows how to do that?
(PS: I could also recalculate the spec directly in the fragment shader, but I’m stuck trying to pass some values between VP and FP, if anyone wants to give good pointers, he/she’s welcome!)
Thanks!
Aka