Project 2, tesselation stuff

Here is my noise, using three different ranges of input values. 0 to 1, 0 to 10, 0 to 100, I used each of these ranges on top of each other to generate my final height map for my water surface.


0 to 1


0 to 10


0 to 100





Behold dynamic tesselation. As you get farther away from a grid spot the level of detail decreases. As you get closer it increase. You probably can't tell from this picture because things farther away get scrunched up. So you'll just have to trust me.


Tesselation





I ended up doing a water shader. I was too lazy to make a skybox to reflect/refract off of, so I just made do with alpha values and varying degrees of blue-ness (honestly with the amount of time I spent trying to fine tune parameters I may have been better off just finding a skybox implementation online somewhere, o well...).


Standard phong lighting model with a stationary (invisible) light source in one corner of the scene. Normals were calculated on the fly in the shader. (Maybe I'll make it move around later, might also add crepuscular lighting if I have time...).


Water, without post process effect




For my post process effect I did a bloom shader.

ooo shiny(er) (and smoother)


Also, it's pretty damn slow...guess I'll work on that at some point too...