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

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NIGHTNIGHT by DEDDY