After getting shocked by the Screen Space water that is starting to appear at some IOTDs, I started to implement this little thing by myself, on my actual terrain engine that uses the traditional forward rendering approach.
Below is the result of a few hours messing with it. Please note that this water implementation is NOT COMPLETED yet, I just implemented the "virtual" aspect (there is no mesh for the water at all), and the raycasting to calculate transparency.
Now I'll add the sky reflections and bump mapping, so I'll probably post another image in here when I'm finished with it.
The edges clipping is vertex-based, unfortunately. I will be glad to hear some criticism and suggestions! Until now I'm excited with this.
The engine itself has support for sky and other features, but I was not using when I took this screenshot.

Regards!













