3 Commits over 31 Days - 0.00cph!
FFT and Waves texture generation boilerplate
Cleanup fluid simulation, first vorticity step, can be inferred by divergence
Delete RippleCompute, add Fluid Simulator
Iterate on fluid simulation, divergence needs to be 2D
Iterate simulation
Map fluid simulation properly to water shader
Advect UV and dye on fluid simulator, add blend to water
Ditch all previous water code, continue fresh from water-shadingmodel branch but without inline tracing for reflections