Wow, looks great! That’s running CPU-side? Pretty impressive stuff. I imagine it would benefit from a multi-resolution grid (with higher res closer to the camera). When you are done, could you share the modified source and an example? I’m feeling lazy and would rather not try to get it running myself.
I’m still not satisfied with the shading of the ocean and the reason why I was reluctant to create a repository for it. But I decided to create it and perhaps, one of the graphics programmers can tweak it.
Added hlsl ocean shader. I think that will be the extent of my graphics/shader enhancement. There are a lot of other really cool ocean shaders out there, but most are too complicated and beyond my skill set to duplicate
Why do you need to use an FFT for the ocean shading? Is this more complex than a shader that uses sin functions to move up and down vertices?
[Found that there is a blog post describing this further]
Looks like a far more complex simulation of waves and choppiness, so that is probably why it is doing some more complex wave math.
[quote=“larsonmattr”]
[Found that there is a blog post describing this further]
Looks like a far more complex simulation of waves and choppiness, so that is probably why it is doing some more complex wave math.[/quote]
That’s correct. FFT is used for wave simulation, not shader.