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Ocean3D Lite 1

by Ocean3D | MIT

Free MIT core of Ocean3D: an endless Gerstner ocean surface with exact physics-visual sync and multi-probe buoyancy for Godot 4. What you see is what bodies feel

One Gerstner wave function drives both the visual surface and the physics, so floating bodies ride exactly the water you render. Included: The Ocean autoload: exact water height and surface velocity at any point, any time. Deterministic (network-friendly

Compute Texture Demo 0

by Godot Foundation | MIT

This demo shows how to use compute shaders to populate a texture that is used as an input for a material shader

This demo shows how to use compute shaders to populate a texture that is used as an input for a material shader. When the mouse cursor isn't hovering above the plane random "drops" of water are added that drive the ripple effect. When the mouse cursor is

Transparent SSR Water Shader 0

by collisionshaped | MIT

This intends to solve the problem that the SSR (Screen Space Reflection) implementation of Godot 4.X is limited to surfaces that are not transparent

For a water shader it is often necessary to support both transparency and reflections. In a lot of cases this can be worked around with reflection probes, but the need for SSR stands, especially because SSR works quiet well for water. The only solution is

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