Archive for July, 2007

New sky shader

Thursday, July 19th, 2007

I was tired of my old sky dome, so I replaced it with a single quad with a pixel shader that handles shifting backlit and normal-mapped clouds, ‘god’ rays, and atmospheric scattering. It actually has a lower impact on framerate than the old sky because it is all drawn at the same time.

Iterative parallax mapping

Tuesday, July 10th, 2007

I started to revisit the terrain surface shading today, and implemented parallax mapping to give a greater feeling of depth to the ground.