![Valve Source Code 2013 Tutorial (Episode 7): Shader Authoring Part 2 [Parallax Corrected Cubemap]](/images/yt/7f/valve-source-code-2013-tutorial-episode-7-shader-authoring-qegcd.jpg)
Valve Source Code 2013 Tutorial (Episode 7): Shader Authoring Part 2 [Parallax Corrected Cubemap]
Hello everyone and welcome to a new (probably short) series of videos I do involving the source code from Valve for Half-Life 2, and some guides on how to do stuff with this code. In this episode, I go over how to implement a parallax corrected cubemap shader, outline how to use this shader and the problems this shader has at the moment. The visual quality of the video may be lower than normal, this was due to the recording settings being based off a streaming bitrate. Please let me know what you think and see you for whatever I decide to do next, thanks for watching!
Links:
Shader Authoring Part 1 (Prerequisite for this guide): https://youtu.be/yqJHtQ0k9g0
Brian Charles' video: https://www.youtube.com/watch?v=ZH6s1hbwoQQ
Guide (includes a link to the matrixinvert.h file): https://developer.valvesoftware.com/wiki/Parallax_Corrected_Cubemaps
VTFEdit (Needs .NET framework v2.0 that installs if you don't have it via Windows features): https://nemstools.github.io/pages/VTFLib-Download.html
GCFScape (also needs .NET framework v2.0): https://nemstools.github.io/pages/GCFScape-Download.html
Pakrat (needs Java Runtime Environment): https://www.tophattwaffle.com/downloads/pakrat/
Java Runtime Environment (needed for Pakrat): https://www.java.com/en/download/
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