Draft: Ripples -- Compute with fragment fallback compatibility (#3537)

Shader based water ripples. Utilizes compute shaders with fragment shader/render target as fallback for legacy hardware, Mac, and Android.

TODO:

  • Reduce code duplication between fragment/compute shaders
  • Decrease visibile jitter when moving (fix interpolation between missed frames)
  • Fade out ripples close to player and at simulation surface bounds
  • Smoother wakes (i.e. less rings close to player)

Things should not crash and ripples should show up, but there is still a long ways to go for these to look good 🙂

Edited by Cody Glassman

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