Little update to show what I'm up to lately.
I made a Cubemapping shader:
Now this doesn't sound special as cubemapping is a standard for decades,
but AppGameKit doesn't give us the ability to render to Cubemaps so the Cube sampler in GLSL isn't useful to us much.
So I made my own using a more compact Horizontal-Cross-Layout, for performance.
Classic Horizontal-Cross-Layout:
Compact Horizontal-Cross-Layout
As you can see you only need to move the top piece into the bottom right corner, and we save a third of the texture size.
My shader is currently capable to render the texture on the fly and calculate the skyboxes fragments like a normal cube map using a 3D Vector like you do with the normal Cube sampler in GLSL.
The single faces are 256x256 pixels in size so the whole cube atlas texture is 1024x512 pixels in size, rendered each frame.
Now all that wasn't my initial goal, but I wan't to be able to create dynamic point light shadows in the future.
As you might now I have the shader code for directional light(sun) and I managed to render depth textures in my shader pack for mobile devices and html5 which doesn't support depth textures by default.
If everything goes well I should be able to take all that and plug them together, to present you dynamic point light shadows on mobile devices.
Aaand I made Paralax mapping: