Hi Txesmi!
Thank you for pointing me to that tutorial workshop.
Im assuming here is the correct line to add the multiplication?:
float Specular = pow(saturate(dot(R, normalize(InViewDir))), SpecularPower) * SpecularIntensity * shininess;
Do I have to define the entskin storing the alpha texture? Say I have it on entskin3. I put this on the top of the fx file?:
texture entSkin1; // diffuse
texture entskin3; //shiny map
sampler ShinyMapSampler = sampler_state
{
Texture = <entSkin3>;
AddressU = Clamp;
AddressV = Clamp;
}
How then do I multiply each pixel of skin3 into that lighting equation?
shininess = texture2D(uSpecularMapSampler, vec2(vTextureCoord.s, vTextureCoord.t)).r * 255.0;
that doesnt work for me, I got that from a website trying to do it myself.