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OpenGL 4 Shading Language Cookbook

You're reading from   OpenGL 4 Shading Language Cookbook Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17

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Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Length 472 pages
Edition 3rd Edition
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Authors (2):
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David A Wolff David A Wolff
Author Profile Icon David A Wolff
David A Wolff
David Wolff David Wolff
Author Profile Icon David Wolff
David Wolff
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Table of Contents (13) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 12. Other Books You May Enjoy

Parallax mapping


Normal maps are a great way to introduce surface detail without adding additional geometry.  However, they have some limitations. For example, normal maps do not provide parallax effects as the viewer's position changes and they don't support self-occlusion.  Parallax mapping is a technique, originally introduced in 2001, that uses modification of texture coordinates based on a height map to simulate parallax and self-occlusion effects.  It requires both a normal map and a height map.  A height map (also called a bump map) is a grayscale image where each texel has a single scalar value representing the height of the surface at the texel. We can consider any height between 0 and 1 as the true surface, and then use the value in the height map as an offset from there. In this recipe, we'll use a value of 1.0 as the true surface, so a height map value of 0.0 is a distance of 1.0below the true surface (see the following images).

To simulate parallax, we want to offset the texture...

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