Couple screenshots [GLSL water]

This is a discussion on Couple screenshots [GLSL water] within the Game Programming forums, part of the General Programming Boards category; I haven't posted any screens in quite a while (or done much with graphics in a while, either). So here's ...

  1. #1
    The Right Honourable psychopath's Avatar
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    Couple screenshots [GLSL water]

    I haven't posted any screens in quite a while (or done much with graphics in a while, either). So here's a couple of a water shader I've been working on to get myself back into GLSL.

    It's pretty basic atm. No lighting, other than specular. Fresnel distortion, and a depth map to calculate alpha value.

    Any questions regarding code, feel free to ask.

    http://www.daniel-cook.net/images/water1.jpg

    http://www.daniel-cook.net/images/water2.jpg
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    Super Moderator VirtualAce's Avatar
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    Very nice indeed!

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    Absolutely, very nice.

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    The Right Honourable psychopath's Avatar
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    Thanks! I'll have some shots of the under-water shader soonish...as soon as I manage to get it to look like you're under-water.
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    Super Moderator VirtualAce's Avatar
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    Eh. Just bring the fog in, make it dense, and the right color and you have an under-water render.

    If you really want to get crazy you can use a shader to distort the screen based on sine and cosine waves to simulate water moving across the lens.

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    The Right Honourable psychopath's Avatar
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    Quote Originally Posted by Bubba
    If you really want to get crazy you can use a shader to distort the screen based on sine and cosine waves to simulate water moving across the lens.
    That's the only part I've got that I'm happy with .

    I tried using "fog" from the depth map, as it was convenient since it was being used for the water already anyway. But it doesn't look quite right for some reason. Perhaps it's just the colour I picked or something though. Or I might just need to use "real" fog. I'll play with it later.
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