There is a pretty interesting shader I found that was created using ShaderNodes. Wanted to learn how to apply parallax rendering, so this was a great one to port over to webgl & glsl.
I can't really give a great explanation on how this works. The main thing I can say is that this effect uses a Tangent Matrix ( what you need to translate normal maps to world space ), is used to compute a set of UV coords based from some depth values and a height map texture. This sample uses the same texture for both rendering and height map, which is just a black & white cloud noise.
I tried to comment the shader as much as I can to give some insight of whats going on to the best of my knowledge. Code is free for anyone to use and learn from.
[ ORIGINAL ]