From goofing around with the equations to finally buckling-down to implement the attempt using simple tools like Blender to create the geometry and then export the vertices to a render tool like RenderMonkey, I thought I had all the materials ready. Unfortunately, the geometry I generated did not have the tangent data which was required in the fragment shader. To state it simply, I was royally screwed.
What I basically had was the position, normal and some texcoord data. Plus two textures for skinning and masking. With that on the table, the only option was to re-think the phenomena and re-state the formula according to what was available.
The first try failed, it came out just like an ordinary texture splatted on a polygon.
The second was even worse, the specular made it like plastic.
I’ll try again this weekend.