Quote: "Baldurs Gate Dark Alliance 1"
Have it for the Gamecube... nice, but not exactly graphically pushing the bounderies.
The water is extremely simple and hell you don't even need shaders for it... the Water is a simple Sin Peturb, there are some examples around the forum of doing this with matrices; DB Std actually had one showing normalisation which you could borrow.
If you apply the technique to a memblock mesh (Kevil made the dba for this) ... then apply a reflection shader to it.
Hey presto any card capable of 24bit stencil and you'll get very similar water.
For when the player is in there again search the forum as there is a player who converted his Blitz wave/ripple demo into dbp, which contains info on how to manipulate waves on collision