Ok guys,
First we set up a flat plane model with a bunch of subdivisions.
Than we made a world position offset vertex shader that morphs that model into a sphere.
We want to apply reflections to the model, however when the reflections are captured, they seem to be only done after the vertex shader step. ( cutting them in half)
In the final picture, notice that the reflections look more correct compared to the ones on the curved vertex shader.
We figure if there is some way to capture the reflection before the vertex shader changes the geometry's shape,
than we can have the same reflections shown on the original flat model be applied after the vertex shader.
So?
Is there a way to catch the reflections before our vertex shader is applied to the model? I wonder,,,is there some sort of pre-process?
Replies
anyway heres an an illustration of whats going on from a side view,
If anyone knows of a way to capture the reflection before it is applied to our vertex shader. please let me know.
Reflections do not seem cut to me, they seem squashed, yes. But that's what spheres do to reflections. Considering fact that reflections are captured, not raytraced or anything fancy, I'd say they look great.