Original Post
I''m trying to code a specular highlight pass, using a CG shader. I''d like to make a texture lookup function of the specular exponent value based on the dot(HalfVector, SurfaceNormal). The lookup texture is a 1D texture. I''m having some errors about dependent texture reads, and since I''m not quite sure what the limitations with using them are, I can''t fix it. Could some one out there please enlighten me.
Also, will PS 2.0 or GLSL still have these kind of limitations?
One by one, the peguins steal my sanity.