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Dec 20, 2017 at 2:32 comment added Sebastián Mestre a common way to get that discontinuity is to interpolate position but not interpolate normals. maybe this works better for you
Dec 18, 2017 at 23:16 comment added hyperpallium Thanks. If I understand correctly, this will give a gradually changing specular highlight across the tri (because each pixel is in a slightly different location). The discontinuity between tris will vanish, because adjacent pixels in the different tris are very close in location. Is that what you mean? [BTW I've gotten a similar effect by letting the specular result from the vertex shader interpolate in the fragment shader]. I agree this is more natural - but I want uniform shading across the quad (so the discontinuity is between quads). A bit like the flashing facets of a jewel.
Dec 18, 2017 at 18:30 history answered Noah Witherspoon CC BY-SA 3.0