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pjcozzi edited this page Dec 12, 2012
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6 revisions
Implementation ideas for rendering the ocean.
Fresnel - reflection and refraction depend on the view angle.
Use specular map so when water is near land,
it flows differently
it is shallower and therefore animates and renders differently.
Use dynamic branch to discard fragments based on distance. No need to perform all the wave sampling when the fadeFactor is going cancel out the effect.
Utilize the alpha channel in the baseWaterColor and blendColor to add additional translucency to the water. May be useful to view terrain, models, etc. under the water.
Done
Done: Implement by creating a material with Fabric.
Done: We have noise functions to animate the water. Check the reference help for our GLSL built-ins.
Done: Use a specular map so we know what is water and what is land. Let's not worry about the resolution for the moment. Coastlines will look bad.