Blur/Smooth a Vertex program output in Fragment program

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

  1. 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

It shouldn’t cut the spec at UV cuts. The UVs don’t have any effect on light direction unless you’re doing stuff in tangent space (and there’s no need to in a vertex shader).

I’d need to see your shader and pics of your results/issues to know more…