This project was my first exposure to shaders, both in open GL or Direct X. This cube is illuminated by the phong lighting model, it includes per pixel lighting, specular lighting, tangent space calculations, per pixel normals, and parallax displacement. It’s implemented in ARB for open GL, and HLSL 4.0 for Direct X 10.

Loading more stuff…

Hmm…it looks like things are taking a while to load. Try again?

Loading videos…