here's another new reflection tweak for you to try!
in the water20.fxh change the line:
return lerp( fresnMin, fresnMax, frdot * frdot)
(This is near the top just under the define fresnMax) To this:
return lerp( fresnMin, fresnMax, frdot * frdot * frdot * frdot * frdot)
This has the effect of changing the interpolation curve between fresnMin and fresnMax. The more frdot's you multiply by the more pronounced the curve.
This shifts the high intensity reflections more towards the horizon:
BEFORE

AFTER

I think it improves the reflections quite a bit. However, on my system it seems to come with a very slight performance hit. Can you guys confirm this?
Any mathematicians out there think of a way this can be done with out all the extra code? The value of frdot is between 0 and 1 and is directly related to eye angle. the lerp command returns x + s(y - x) which is basically an interpolation between x and y. In this case x = fresnMin, y = fresnMax and s = (frdot * frdot ...). If you square frdot the interpolation become a curve. If you cube frdot the curve is more pronounced etc. etc.
Anyway, its a bit more progress! :)
By the way, has anyone noticed that only the cumulus cloud layer is reflected... If we could find where this is decided we could alter the cloud reflections completely.
I think one of the problems is the perfection of the reflections. If we could find a way to distort the reflections more I'm sure it would look fantastic!
Cheers,
Paul ;)