Parallax Occlusion Mapping example in CG?

I would like to ask if someone has an example of how to implement a paralex occlusion mapping shader in CG. I have been looking the last hour and I have found a couple of articles, including this one.
http://www.gamedev.net/page/resources/_/reference/programming/140/lighting-and-shading/a-closer-look-at-parallax-occlusion-mapping-r2325
I read a part of it and it seems understandable. The writer uses HLSL instead of CG although. I think that I’am capable of implementing the shader in CG. But because I’m new to shader writing I would to know if someone already managed to do it. So I can have a reference to look at if I fail in my attempt.