why does the quality of the fragment output decrease, once i add some displacement in the vertex shader?
to demonstrate my problem i made the following simple shader in the nme:
- a simple cellular noise map serves as fragment output
- the same noise is used to change the vertex position along its normal for an animated displacement
if I set the displacement to any value, the resulting fragment shader looks like being overwritten by vertex color or something (very low res) (marked as 1)
if I completely ignore the vertex shader, my cellular noise is pretty and high res (marked as 2)
why does this happen?
how can i keep the high resolution on a displaced mesh?