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I don't know hlsl, but I know some Cg which afaik is syntax compatible. To the best of my knowledge there is no perlin noise function built in, though I'm sure there are plenty of tutorials on the internet describing the mathematics involved. Note that perlin noise is quite computationally heavy and should probably be used sparingly
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
Electron wrote:I don't know hlsl, but I know some Cg which afaik is syntax compatible. To the best of my knowledge there is no perlin noise function built in, though I'm sure there are plenty of tutorials on the internet describing the mathematics involved. Note that perlin noise is quite computationally heavy and should probably be used sparingly
While cubic interpolation is still heavy on today's cpus, cosine interpolation should be a piece of cake.
Basically I thinck it's great and in stead of using this as your actual water by making it darker I'd use it as the top layer under wich you put anotherone that uses a render to texture (a camera creates a texture of what it sees) I'd make the camera of the texture face the camera of the vieuwport, that way it should seem like you have a quite realistic reflection and yor shader would make the reflection realistic.