Torque Shader Engine DocumentationCVS Revision Label 0.1.x |
WaterBlocks are capable of providing full dynamic reflections for pixel shader 2.0+ hardware. They will reflect everything in the scene. To reflect only certain objects, the "objTypeFlag" variable can be changed in the WaterBlock::updateReflection() function. The reflections are updated at roughly 60htz. This can also be changed in the updateReflections() function.
Full reflections are expensive to render. To kick the reflections down to static cubemap reflections, set the "fullReflect" parameter to false;
The pixel shader 1.1 water reflects only a cubemap. The bump surface itself is generated by blending two normalmaps in a pixel shader to a render target. The render target is then used for a bump-environment map operation to get the "shiny" bump / cubemap interaction.