

Download Here.
This is a playable demo of normalmaps and depthmaps in Spring, using GLSL. It isn't a game, it's tech demo.
This has two GLSL shader implementations based on failure to compile, which, depending on whether you have nicer hardware than mine, you'll see one or the other. I don't have a switcher built yet, and probably won't bother, since this is just a tech demo.
The first is Kloot's code, as intended. The second, which just does normalmaps, and lacks self-shadows (I keep meaning to write a new shader just for that task, but I've been a little short on time) is my cut-down version, which is still a lot prettier than Spring's default ARB shader.
99% of the hard work and mental perspiration on this project was Kloot's. As you folks probably know, I did some early work on this topic, but Kloot got Spring working correctly with the features, and I've been waiting until P.U.R.E. calmed down a bit to finally get it in front of people. Since that doesn't seem to be happening and I'm still really busy... I decided that today I'd quit procrastinating and release this test for people to evaluate, and proceed from there.
I want testing results from folks. Screenshots and infologs- if it works, show us that it's working, and please let me know what hardware. If it breaks terribly, please let me know that, too, with infologs and screens.
This is a pretty important feature for Spring, in terms of looks, so the more testing that can be done, the better it'll get, and the better it gets, the better Spring games can look. Please help test this.