While experimenting with the height function for the displacement vertex shader, I recognized that my resulting displaced plane looked like an eggcrate mattress. Then by playing with the colors of the ambient light and creating a new displacement map in a different color (shown above on right), I was able to create something that looked similar to the real thing.Eggcrate Image Source
After generating the reflective teapot, I added a solid torus to the image surrounding the teapot to see how the program would apply the shaders to two objects in the scene. The user could press 'd' to add or remove the donut from the teapot when the program was in "teapot mode". The images above show the results with the 'rnl_probe' light probe.
The top part of the torus (in this image) is reflecting the same point as the bottom point on the torus (look for the dark spot), and the same for the right and left. The area that was originally seen in the bottom half of the sole teapot is being bent twice around the torus, once on each side.