<div dir="ltr">Hi Romulo,<div><br></div><div>have a look at the OpenIG project sources, it has it implemented with GLSL</div><div><br></div><div><a href="https://github.com/CCSI-CSSI/MuseOpenIG/blob/master/Plugin-ModelComposition/IGPluginModelComposition.cpp">https://github.com/CCSI-CSSI/MuseOpenIG/blob/master/Plugin-ModelComposition/IGPluginModelComposition.cpp</a><br></div><div>Look here for "environmental", starting from line 395. Here you use texture cache to set up the 6 textures and the #define for the shader composition</div><div><br></div><div>The GLSL part is here:</div><div><a href="https://github.com/CCSI-CSSI/MuseOpenIG/blob/master/Resources/shaders/forwardplus_vs.glsl">https://github.com/CCSI-CSSI/MuseOpenIG/blob/master/Resources/shaders/forwardplus_vs.glsl</a><br></div><div><a href="https://github.com/CCSI-CSSI/MuseOpenIG/blob/master/Resources/shaders/forwardplus_ps.glsl">https://github.com/CCSI-CSSI/MuseOpenIG/blob/master/Resources/shaders/forwardplus_ps.glsl</a><br></div><div>Again, it uses shader composition the code inside #if defined(ENVIRONMENTAL)</div><div><br></div><div>Shoot questions if you struggle</div><div><br></div><div>Hope this helps</div><div><br></div><div>Cheers,</div><div>Nick</div></div><div class="gmail_extra"><br><div class="gmail_quote">On Wed, Dec 6, 2017 at 3:08 AM, Rômulo Cerqueira <span dir="ltr"><<a href="mailto:romulogcerqueira@gmail.com" target="_blank">romulogcerqueira@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Hi Robert,<br>
<br>
my idea is to compute the secondary reflections by using dynamic cubemap. I need to get the normal and depth from cube map reflections. Is it possible?<br>
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...<br>
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Thank you!<br>
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Cheers,<br>
Rômulo<br>
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</div></div></blockquote></div><br><br clear="all"><div><br></div>-- <br><div class="gmail_signature" data-smartmail="gmail_signature">trajce nikolov nick<br></div>
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