By setting a texture, the water can has fraction effect.
In large scene, set a large texture for refraction is expensive. so we
are facing water blocks. so how to smooth the waves between neighbour
blocks?
Attached is the decompiled water demo source at
http://resnlabs.com/2011/10/ocean-shader-demo/
The shader is decompiled from pixbender, I wonder some errors in it, because I found the result has no water surface mesh waving.
I hope somebody can port the program to away3d.
The shader from an analyzer also included.