Parallax and diffuse/specular bump mapping:
Reflection with a dynamic cubemap and Fresnel shader:
Reflection/refraction:
These were developed in OpenGL and the shaders are written in GLSL. Yeah I know the scene's not that interesting - a square room and a table, but the point of these things was to develop the shaders, not make a really kick-ass looking scene. That's next on my list, after shadow mapping =)












