vlt_water
Still, near-black standing water that reflects what is above it. Five summed travelling waves give the surface its normal, the PBR pass gives it the Fresnel-weighted specular of every light in the room, and a screen-space march along the reflected ray reads `zero::scene_color` —…
vlt_water
Still, near-black standing water that reflects what is above it. Five summed
travelling waves give the surface its normal, the PBR pass gives it the
Fresnel-weighted specular of every light in the room, and a screen-space march
along the reflected ray reads zero::scene_color — the lit opaque scene already
drawn behind the surface — so what stands over the water is carried on it rather
than approximated with a tint. The march fades out at the edge of the frame and
at the end of reflect_range, leaving the specular to carry the surface alone.
Wants a blend-queue material so it reads this frame's opaque scene.
Consumed by vlt_pool.
Scoped to this part · feeds back into the world's score.