I guess you meant the refraction of objects above the water and the pixel noise it causes on its borders like on the left side of the pillar in this screenshot:


(click to see in full resolution)

It usually isn't possible to fully compensate this because the shader is just rendered in screenspace.
...but I was able to almost compensate it (right side of the image)

Last edited by Kartoffel; 02/04/13 22:44.

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