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.
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.