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Water made in the tessellation/geometry shader in OpenGL's retained mode

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chrischristakis/Tessellated-Water

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Tessellated water effect

In this project, I played around with shaders and used tessellation and a geometry shader (With a superposition of Gerster waves) to simulate some water. Some of the key features of it are:

  • Variable Tessellation
  • Gerstner wave simulation in geometry shader
  • Phong lighting
  • Displacement maps

This project was compiled with the additional includes/libraries:

  • GLEW
  • GLFW
  • GLM

If you plan to compile it, then make sure you specify those additional include/libraries in your IDE/Makefile. Otherwise, I've provided a bin folder with the executable in it :)

Controls

  • UP: Move camera forwards
  • DOWN: Move camera backwards
  • RIGHT: Increase tessellation
  • LEFT: Decrease tessellation
  • SPACE: Wireframe mode

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Water made in the tessellation/geometry shader in OpenGL's retained mode

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