Art, code and miscellaneous experiments from Demoscene Passivist related in some way to JOGL. For more take a look at www.jogamp.org
A more complicated JOGL2 port: “Parallax Occlusion Mapping”. Using multiple texture units for diffuse, specular-, normal- and displacement-map. Also shows quite nice vertex->fragment shader interaction and on-the-fly tangent and bitangent generation (need for the tangent-space-normal map). Java Code: GL3_ParallaxOcclusionMapping.java. Shader code: .vs .fs
NIGHTNIGHT by DEDDY