Parallax Mapping through Custom shaders...
Moderator: Graf Zahl
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Re: Parallax Mapping through Custom shaders...
This can be possible if you do it your self, or get someone who would like to do it.
Parallax/Relief mapping does not require Bump Mapping etc, so it is pretty possible.
Parallax/Relief mapping does not require Bump Mapping etc, so it is pretty possible.
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Re: Parallax Mapping through Custom shaders...
Parallax Mapping is old school man... hardware accelerated Displacement Tessellation maps are where its at. Parallax mapping is now pretty much redundant except on older hardware.
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Re: Parallax Mapping through Custom shaders...
Where do I miss the irony in that post...?
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Re: Parallax Mapping through Custom shaders...
This thread refers to this feature, not to any potential feature request.
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Re: Parallax Mapping through Custom shaders...
Does this support Pixel or Vertex Shading using external files?
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Re: Parallax Mapping through Custom shaders...
I took my time to very carefully word that post (particularly the use of the "old-school" term and the phrasing). I simply couldn't resist making that post..., in a thread about using fragment shaders in a DOOM port.Graf Zahl wrote:Where do I miss the irony in that post...?

@dark-slayer
Yes GZDoom supports fragment ("Pixel") shaders, though to my knowledge there is no vertex shader support. However unless I'm very wrong about this you'd need to modify the source to get Parallax Mapping working as you'd need both per-fragment normal offsets and per-surface normal data (which is not available).
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Re: Parallax Mapping through Custom shaders...
The entire shader interface is very, VERY limited. You won't be able to do much more than simple texture warping and lighting effects with it at the moment. If something requires normals, second textures or additional parameters it's pretty much not doable.