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XNA Island Water Shader Test

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Uploaded by on Jan 16, 2007

Demo of my water shader in XNA

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Entertainment

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Standard YouTube License

  • likes, 6 dislikes

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Uploader Comments (handkor)

  • I think this is just normal mapping ;) not very difficult

  • @ZER0H8CK It's normal mapping and fersnel lighting calculation to get the water's color and reflection amount. The normal map is only used to provide the surface normal the rest is used to calculate the fresnel term.

  • @handkor Can you please show the code of your shader program?

  • @Pavel1915 From a post 3 years ago, this is all you needs:

    float fresnel =clamp(1.0-pow(dot(R,WSBumpNor­­mal),0.375),0,1);

    float4 final_color = lerp(deepWaterColor, 0.45*cubeMap+surfaceWaterColor­­*0.6,fresnel);

    Where R is the reflected view vector and WSBumpNor­mal is your world space surface normal.

    HDR Cubemap works best for creating the nice glowing spots. There is also a bloom pass in post process.

  • do i have to know how to do windows based aplications to start with xna ?i just know how to make console based aplications not windows..anyone ?

  • @yandykun No, the templates to start an XNA project a pretty much self contained. Starting an empty game project does not have much overhead.

Top Comments

  • Wow it made me thirsty. Thats some damn fine water you got there

  • What do you mean you can't "open" XNA? It's not a program, lol. It's a bunch of libraries of code (for C#/.NET), aka a graphics API (application programming interface). Do you have Visual Studio or at least Visual C# Express? If not, get it, and pick up some C# programming books or read tutorials. You have to write your own code. This isn't some Warcraft level designer. ;)

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All Comments (104)

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  • ¨THIS IS FROM FAR CRY INSTINKS TAK BACHA

  • minecraft

  • wtf not even minecraft...weird.

  • THIS IS MINECRAFT!

  • make minecraft look like this.

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