It doesn't look like water to me. This looks a lot more like water: http://madebyevan.com/webgl-water/
Because it's not solving for the water surface elevation and velocity, only for light reflection and refraction from a pre-set surface. > The way that the water appear to move comes from slightly altering the point on the refraction and reflection textures that we sample from every frame. > > These slight offsets comes from sampling a du/dv map, which is just a texture that encodes different x and y offsets. The app…
WebGL + Rust: Basic Water Tutorial
21–23 of 23 posts
Re: WebGL + Rust: Basic Water Tutorial
#22Earlier quoted context omitted.
Because it's not solving for the water surface elevation and velocity, only for light reflection and refraction from a pre-set surface. > The way that the water appear to move comes from slightly altering the point on the refraction and reflection textures that we sample from every frame. > > These slight offsets comes from sampling a du/dv map, which is just a texture that encodes different x and y offsets. The app…
Completely off topic, but this is a very exciting opportunity for me. What do you do as a "wave physicist"?
You can skim through my papers at https://milancurcic.com/publications. There is also a nice short video where my boss describes what we do in the lab: https://www.youtube.com/watch?v=B6c20IqR2mw
Re: WebGL + Rust: Basic Water Tutorial
#23It doesn't look like water to me. This looks a lot more like water: http://madebyevan.com/webgl-water/