Nice cube map demo, I like it :)
Although the water is still only doing reflection * fresnel term, no refraction...
I was thinking if inverting the normals worked, then you could have two copies of the mesh, one with the normals the correct way (for lighting and reflection * fresnel alpha) and a copy with inverted normals (for refraction * 1-frensel alpha). Render both meshes and tada! - Reflection & refraction.
Should work (in theory!)
Although the water is still only doing reflection * fresnel term, no refraction...
I was thinking if inverting the normals worked, then you could have two copies of the mesh, one with the normals the correct way (for lighting and reflection * fresnel alpha) and a copy with inverted normals (for refraction * 1-frensel alpha). Render both meshes and tada! - Reflection & refraction.
Should work (in theory!)