Parallax Occlusion Mapping with a near filter following the linear filter
Rock texture used with the extra filter looks very
smooth
Added shader to Windoh, here it can be seen
interacting with the shadows when I added
offsetting of the depth into the shader.
Green Grass up close with a detail normal map
Bricks over a curved surface
Rocks over terrain tested with two colored lights
Closeup of bricks, much cleaner looking with the
extra filter
More of the multiple light stuff
Grass normal map used looks interesting now, was
very distorted using the linear filter only.
Closeup on the rocks, can see the detail normal
map and fresnel
Height map generated with WorldMachine, just
another view using the rock texture
Screen shots of terrain generated from height map with Parallax Occlusion Mapping
applied to surface. This is linear filter only.
This face is rendered on a quad, POM is used to
give the illusion of 3d
Crazy looking terrain generated by modifying a few
things in the fragment program.
Different texture is used with POM along with a
exaggerated fresnel effect.
Shaders
All shaders are in OpenGL Shader language GLSL.
Zoomed in on a hill, this is actually the face from
above. POM is used on the stones.
My brothers face is used as a height map to
generate a terrain. I made the height map by hand
he doesn't really look like that..
Looking down into a valley
Parallax Terrain video
POM face applied to a cube
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