Thanks for the information HeelX.
Yes I am clipping the not-affected pixels and yes the shader is slow but I'm pretty sure that this isn't caused by the watershader because it 'just' uses some clever math, but nothing too complex.

I think it's the complex & inefficient objectshader I'm using there and the textures because they don't have mipmaps.

EDIT: I just tested it, in the worst case the textures and the specular lighting reduce the framerate by 50% (~120 fps)

Last edited by Kartoffel; 02/05/13 15:49.

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