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.
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