Fun with Shaders in BF2142 (DX9) - Part 3: Stormy Water

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Battlefield 2142
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Duration: 0:30
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The last few weeks i tried to get into graphics programming with OpenGL (and started working on a OGL project) and also the OpenGL Shading Language (GLSL). I learned a bit about vertex and fragment-/pixelshaders and today I wanted to try some things out with the BF engine.

The last videos had not much dynamics in it, but I figured out what was used as the dynamic variable for the water shader: the WaterCycleTime is passed in from the application and updates constantly. So I used this variable to shift the y-position of each watersurface-vertex according to its x- and y-position on the map (used just a combination of sines). The result was as I had expected: a stormy water shader. ^^
Now one has to adjust the texture scrolling of the water according to the waves, so that it looks more realistic. One problem remains though: when jumping into the water, the player remains at the height of the water-surface specified in the [level].con
Nevertheless, I'm making progress. :)

See you next time!







Tags:
bf2142
battlefield
2142
mod
shader
water
storm
vertex
trigonometry
tunis
harbor



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