JACKSON LUFF


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Water Generation

Water

I've spent quite a long time looking into water generation. This particular endevour was found after learning about procedural generation and I thought i'd explore the area. I'm just running some perlin-noise patterns within the fragment shader, as well as having a very slight wave effect within my vertex shader code.

Break down: within this pattern I sample five times within fbm (which per octave iterates over cnoise), and combine the result, creating the illusion of two perlin maps going over the top of each other. This is done not only with time, but also with varied lacunarity and gain. Lacunarity is a counterpart to the fractal dimension that describes the texture of a fractal. Gain alters the definition by intensifying the detail the smaller the sample is.

Yes, I know this is not an efficient method what so ever, but for the sake of demonstration, I thought this one would be much more favoured If I were to make this within a game I would actually sample several pre-processed noise textures that vary from perlin-noise, simplex and diamond-square. The following is the result of fragment shading in my engine, GenGein.