Parallax Mapping through Custom shaders...

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Parallax Mapping through Custom shaders...

Post by Janitor »

possible?
dark-slayer-201
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Re: Parallax Mapping through Custom shaders...

Post by dark-slayer-201 »

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.
DaniJ
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Re: Parallax Mapping through Custom shaders...

Post by DaniJ »

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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Graf Zahl
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Re: Parallax Mapping through Custom shaders...

Post by Graf Zahl »

Where do I miss the irony in that post...?
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Gez
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Re: Parallax Mapping through Custom shaders...

Post by Gez »

This thread refers to this feature, not to any potential feature request.
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Re: Parallax Mapping through Custom shaders...

Post by dark-slayer-201 »

Does this support Pixel or Vertex Shading using external files?
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Re: Parallax Mapping through Custom shaders...

Post by DaniJ »

Graf Zahl wrote:Where do I miss the irony in that post...?
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. :lol:

@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...

Post by Graf Zahl »

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.
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