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 :)
UP
: Move camera forwardsDOWN
: Move camera backwardsRIGHT
: Increase tessellationLEFT
: Decrease tessellationSPACE
: Wireframe mode