Faresh,

Awesome! It looks great and must have quite a bit of work to implement (or so I imagine, as someone whose most complex shader has been a shader mimicking drug-induced vision distortion). I’m actually intending to use such a water shader in one of my games. Just that this one won’t be based on making the sum of a series of sine waves, because what I’m doing is a simulator, so I’m aiming for a realistic non-stylized look. To make realistic waves, one needs a lot of of sine waves, and simply summing them won’t scale well. One way to optimize it would be to use an inverse fast Fourier transform (FFT). I’m unfortunately not smart enough to understand the math behind it, so I tried looking at shaders other people already wrote and the only one I found that seemed to do what I needed was this one: github.com/tessarakkt/godot4-oceanfft

Unfortunately I wasn’t able to run that oceanfft shader, because every time I try I get this bug: github.com/godotengine/godot/issues/71929 So for now, I will have to wait until it gets fixed (which will probably take a really long time since it seems to be a really hard problem to reproduce and diagnose). :)

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