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I got bored of the classic orthographically-projected-normal-particles-on-water-surface approach and started looking into more "realistic" approaches ๐Ÿ‘€ This is just a test with gizmos, once I get that set up with shaders and render passes I promise I won't be neither chill nor normal about it

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Wait that's exactly what I'm working on right now! But I ran into the problem that subview buffers don't support negative numbers so I'm trying to get it done through the rendering server

Nice! Not too familiar with how that'd be done in Godot but my overall plan for when I exit CPU/debug-land is to either normalize and remap the height difference + velocity to nicely fit the values into a texture or straight up use some sfloat format. I'm sure I'll run into issues here and there tho

I have a modest and very realistic end goal of recreating the vibe of the water shader from that "In the Valley of Gods" cut trailer scene, and this is step #1 ๐Ÿ‘€