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    <title>Glsl on Feresignum</title>
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      <title>Fragment shader based interior mapping</title>
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      <pubDate>Tue, 02 Oct 2018 00:00:00 +0000</pubDate>
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      <description>&lt;p&gt;Seems like everybody is excited about the fake interior mapping in Spiderman these days. Here is a Kotaku video showing them off:&lt;/p&gt;&#xA;&lt;iframe src=&#34;https://www.youtube.com/embed/YQVHtlVEirs?rel=0&#34; allowfullscreen=&#34;&#34; width=&#34;560&#34; height=&#34;315&#34; frameborder=&#34;0&#34;&gt;&lt;/iframe&gt;&#xA;&lt;p&gt;Now, the technique itself is nothing new, it&amp;rsquo;s been proposed by Joost van Dongen who published a paper about it here. The idea is to divide the space into evenly sized &amp;ldquo;rooms&amp;rdquo; and then cast a ray in the fragment shader to figure out whether the ceiling/floor or a wall was hit, and then map a texture on top. It&amp;rsquo;s super cool because it works without requiring extra geometry, the fragment shader is relatively cheap and easy to implement and like the Kotaku reviewer mentioned; The fact that the window is no longer just flat or a mirror adds depth (hah) to the world.&lt;/p&gt;</description>
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