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August 30, 2018

Looking Through Water

Part four of the Flow series adds support for transparent water. Not satisfied with regular transparency, we include underwater fog and fake refraction effects. It is a bit awkward doing this in a surface shader, but the techniques used can also be applied to custom rendering pipelines.

I have tested this with only with OpenGL and Metal, not with Direct3D11. Let me know if you get upside-down results.

Waves (Catlikecoding)