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Water success coming

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Yann's technique basically - from gamedev article my changes are hacks but bends reflection pretty realistically. Render all geometry above water flipped about water plane. Render all geometry below water regular Apply Fresnel term (right now im using 0, 1, 0 as my normal) Render water with displacement map. however the projective texturing is applied before the displacement mapping. Frame rate is horrendous because of lots of code thats not doing nothing it has little to do with the 3 pass rendering. and a whole lot to do with my lack of solving bugs recently haha the displacement map for the water is animated via rtt (lerp between 2 textures) im having trouble with my normals could lerping between normal maps work havent tried it specular coming soon as normals are fixed

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