Archive for December, 2010

Ocean Shader

Posted: December 1, 2010 in Real-Time Rendering
Tags: , ,

This is a Real-Time ocean shader I’ve been working on. The bumpyness is achieved from both vertex displacement and normal mapping, where the vertices are displaced vertically on a grid that is projected in view frustum space. This way, no buffers need to be updated, they are simply projected in the vertex shader so that all the vertices are being seen and none are wasted.