Archive for April, 2009

Water shader update

Friday, April 10th, 2009

Getting closer to being done. Still plenty of bugs to fix and small features to implement. Decent normal convolutions are a big priority.

I’m quite pleased with how different the water looks at different depths, angles and proximities.

The (semi) finished water shader

Monday, April 6th, 2009

A pretty accident

Monday, April 6th, 2009

The new water shader is a work in progress, but already looks the part.

I accidentally clipped the terrain while I was working on masking out the cel shading under the water. You can see how the cel shading applies itself to the terrain quite clearly in this shot.

Time for an update!

Wednesday, April 1st, 2009

I’ve been hard at work on behind-the-scenes things such as mesh collisions and level construction tools. That didn’t stop me from adding major updates to the primary shader however.

Directional lights are out, ambient cubemap lighting is in! There’s also environmental fresnel reflections, ambient occlusion and specular.