Image Based Lighting + Screen Space Global Illumination in OpenGL

New demo showcasing a higher quality model with improved image-based lighting. Using spherical harmonics here (SH2), which I had from the beginning, but added automatic dominant light extraction when loading an HDRI image. This detects the sunlight, ambient environment lighting, and controls the shadowing. So basically everything in the above video is driven from the HDRI. Also has screen-space shadows and global illumination, though really needs a more complex level to have indirect light bouncing around. Not sure if I’ll use this specific character for anything, wasn’t exactly satisfied with the quality on the last showcase, though I have a good amount of art (both stock purchases and commissioned) so I’ll have to decide soon which one works the best.