Here is a video demo of my OpenGL 3.3 library libopenglmm.
Source

Materials:

  • Lambert shading (Mirror’s Edge style)
  • Fog
  • Cube mapping
  • Multitexturing
  • Normal mapping
  • Car paint (Slighty broken, I think a texture look up is incorrect)
  • Glass mixed with dirty metal texture (Similar to an old rusty/broken mirror)
  • Cel shading
  • Smoke particle system with lambert lighting with 4 normals that very roughly approximate a sphere (I think something is wrong with the depth texture look up)

Post render effects:

  • Sepia
  • Teal and orange
  • Noir
  • Matrix
  • HDR (It is cheesy and over done, but you get the idea, it would normally be a lot more tame, either brought back or blending less of the HDR textures in at the end)
  • Colour blind simulation (3 modes are possible, only one is shown)