WIP for our upcoming game, Stranded Deep
DX9/OpenGL implementation with GPU vertex displacement. It uses planar reflections for local reflections and image-base lighting for the sky reflections.
Shaders are custom in-house featuring: depth-based blending of waves on the shore, caustics, water extinction inc. island-deep water transitions, wave peaks and sub-surface scattering (not shown in this video).
Future updates will incorporate scre