Liam Middlebrook - Game Developer

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OpenGL Water

11 Dec 2014

Over the summer I decided that I wanted to spend some more time messing around with OpenGL and creating cool demos. One of the demos that I ended up spending a lot of my time on a Water demo.

The water produced in this demo is all predetermined by different wave displacement maps. It is intended to have very small amplitude waves and to be more of background water rather than for the user to see the waves working close up. This is because I'm not actually manipulating vertex data but rather just calculating the color for each fragment depending on its position.