Globe Rendering

I implemented the following feature as a part of image processing in fragment shader:
  • Bump mapped terrain using height maps
  • Rim lighting to simulate atmosphere
  • Nighttime lights on the dark side of the globe
  • Specular mapping using specular maps
  • Moving clouds using textures and transparency maps


Height Map Shading:

Height map shading by changing the color of the terrain based on the height of the terrain using height map.




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