
should really pull a Source and make the largest body of water only have a reflection instead of having all water surfaces getting it because I only have one freakin' buffer!
maybe reflective cubemaps can be implemented somehow, like rendering an area-generated skybox into the reflect buffer. The water at the top is gray because it's reading from a clear part of the reflectbuffer meant for the bottom reflection.
what's really needed is some chains and regional updates of the buffer to be layered from far to near...