I have a request to someone with good knowledge of jME Materials and GLSL Shader.
I think this feature could really benefit the community and people trying to do nice looking models in android.
This vertex shader looks very similar to the bump map vertex shader, but here
we are converting the camera vector, instead of the light vector, to tangent
space.
Can anyone of you that are GURU’s with shaders help me?
Well, normal maps are a lighting effect. Parallax mapping is a texture coordinate displacement effect. You don’t actually need a lighting vector at all for that one… JME already has a view vector in tangent space in the case of parallax.
Just look at how vViewDir is calculated and work from there, I guess.
An alternative solution for andorid would involve materialized textures
Eg create one base texture, and then the textures for from above, from below, from right, from left wich display a prerendered/materialized paralax effect.
Then blend between those textures based on view direction.
Might give a look alike effect for most cases, without the processing overhead.
(The 3 parallax versions could be lower res, and always blend the base texture with at least 0.5, to mask the lower effect resolution)