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jstroh, August 20, 2008 in Graphics and GPU Programming
Quote:Original post by MJPYeah animating a normal map with a super-high specular exponent should get you most of the way towards what you want. Maybe even blend between the regular normal map, and one that's animated reflecting the moving water.
vector.xy += tex2D( rainNoiseMap, texcoords(currentframe) ).xy * factor; reflection = texCUBE( enviMap, vector );
environmentReflectivity = saturate( rainDuration - tex2D( bumpMap, texcoords ) ) * materialWetnessFactor;
// Lerp between original color and the absorbed color, based on the // wetness we calculated earlier diffuseTextureColor = lerp( diffuseTextureColor, diffuseTextureColor * materialMaxAbsorptionColor, environmentReflectivity );
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