This is a simple surface ocean water simulation based on a sum of sine functions approach to calculate a height map and get dynamically water surface orientation from GPU in a vertex shader.
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Surface water simulation

This is a simple surface ocean water simulation based on a sum of sine functions approach to calculate a height map and get dynamically water surface orientation from GPU in a vertex shader. Visualization characteristics are provided by Jeremy Bouny water material project for ThreeJS @jbouny/ocean. This Project could be considered a basic implementation of GPU gems chapter 1, named Effective Water Simulation from Physical Models By Mark Finch and Cyan Worlds.