Quote:Original post by Ademan555
1. Render underwater with the water plane as a clip plane
2. render normals (or some kind of perturbation values) into a texture for the water
3. render this somehow perturbing texture coordinates with the perturbation values
follow step 1 as you said and store into an image. step 2, render the interpolated normals into a normal map. step 3 use the normal map and the underwater image, using the normal map as an offset map, access the underwater map. it sounds kinda confusing but read it a few times and it will make perfect sense