In this example you will learn to create a water for your games. You will create a technique to calculate the reflectionMap and refractionMap scene first and then use a component called fresnel that calculates the angle between the surface normal and the viewing direction. So a mixture of the above two maps is implemented. Finally we add another water color component to adapt more to our needs. The original version was written in XNA 3.0 by David Mariscal Fernandez. It was updated to XNA 3.1 by Canton Javier Ferrero and I have successfully updated it to XNA 4.0. Enjoy!

XNA 4.0 Water
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