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Water Simulation

Water simulation from OpenGL

Learning to use the following:

  • Compute shaders
  • Tessellation shaders (TCS, TES)
  • Rasterization

CPU creates the patches before tessellation process. The compute shader recomputes the new sum of sines for wave formation per frame. This results in a new texture buffer per frame. When the Tessellation Evaluation Shader evaluates the texture at the new intermediate interpolated points, it samples the updated texture buffer.

Screen.Recording.2026-01-15.095458.mp4
Screen.Recording.2026-01-14.141748.mp4
Screen.Recording.2026-01-05.171250.mp4
Screen.Recording.2026-01-05.171347.mp4
Screen.Recording.2026-01-03.170641.mp4
Screen.Recording.2025-12-31.132255.mp4
Screenshot 2025-12-29 235515 Screenshot 2025-12-29 235541

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Water simulation

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