Radeon 9800 chimp Water Surface

Source: Internet
Author: User

Demo: (unfinished version)
Http://free.gameres.com/user upload/chimp.rar

Read the notes below...
Wave Input: The current propagation position (original position + velocity * time, the original position is the distance from the vertex to the wave source, obtained using the vertex coordinate dot normal)
Normal offset: The deviation (COS) of the wave function is added to the component.
Obfuscation: if the basis of the tangent space is T, B, and N in the world coordinate system, the correspondence between a vector t of the tangent space and its value W in the world space is:
T = W * [T, B, n] (three dp3 in shader) or
W = T * the inverse of [T, B, n] is the transpose of [T, B, n] (Mul mad in the shader)

Reflection and refraction...

Reflection only

Refraction with only one Refractive Index

Refraction with three REFRACTIVE INDICES

Reflection + Refraction

Reflection + refraction + specular

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