I thought about creating a shader with relief mapping...
It should be possible but I'm not sure how to implement it into a custom shader for shade-c. Are there any information about the #defines (especially the custom vs and ps), so how do they work and what do the input- / output-structs include?
also I'd like to know if the depth for the deferred lighting's gBuffer is calculated in the object shader or with a second VIEW*.
If it's done in the object shader it should be easy to manipulate it based on the relief-mapping's depth result which makes it possible to use SSAO for the displaced texture
EDIT: ...and the shadowing would be correct, too. (except for self-shadowing, which can be done in the object shader)