Ocean shaders (from Shader Toy)

Here’s one that looks OK and runs fast. Touch to move camera.
https://www.shadertoy.com/view/MdXyzX


function setup()
    --displayMode(FULLSCREEN)
    
    seaMesh = mesh()
    seaMesh:addRect(WIDTH/2, HEIGHT/2, WIDTH, HEIGHT)
    seaMesh:setRectTex(1 , 0,0,1,1)
    seaMesh.shader = shader(seaShader.vertexShader, seaShader.fragmentShader)
    seaMesh.shader.iResolution = vec2(WIDTH, HEIGHT)
end

-- This function gets called once every frame
function draw()
    background(0,0,0,255)
    
    seaMesh.shader.iGlobalTime = ElapsedTime
    seaMesh.shader.iMouse = vec4(CurrentTouch.x, CurrentTouch.y , 0, 0)
    seaMesh:draw()
end

seaShader = {
vertexShader = [[
//
// A basic vertex shader
//

//This is the current model * view * projection matrix
// Codea sets it automatically
uniform mat4 modelViewProjection;

//This is the current mesh vertex position, color and tex coord
// Set automatically
attribute vec4 position;
attribute vec2 texCoord;

varying vec2 vTexCoord;
//This is an output variable that will be passed to the fragment shader

void main()
{
    vTexCoord = texCoord;
    //Multiply the vertex position by our combined transform
    gl_Position = modelViewProjection * position;
}
]],
fragmentShader = [[
//Default precision qualifier
precision highp float;

uniform float iGlobalTime;
uniform vec2 iResolution;
uniform vec4 iMouse;

varying vec2 vTexCoord;

//afl_ext 2017 

// its from here https://github.com/achlubek/venginenative/blob/master/shaders/include/WaterHeight.glsl 
float wave(vec2 uv, vec2 emitter, float speed, float phase){
	float dst = distance(uv, emitter);
	return pow((0.5 + 0.5 * sin(dst * phase - iGlobalTime * speed)), 5.0);
}

#define GOLDEN_ANGLE_RADIAN 2.39996
float getwaves(vec2 uv){
	float w = 0.0;
	float sw = 0.0;
	float iter = 0.0;
	float ww = 1.0;
    uv += iGlobalTime * 0.5;
	// it seems its absolutely fastest way for water height function that looks real
	for(int i=0;i<6;i++){
		w += ww * wave(uv * 0.06 , vec2(sin(iter), cos(iter)) * 10.0, 2.0 + iter * 0.08, 2.0 + iter * 3.0);
		sw += ww;
		ww = mix(ww, 0.0115, 0.4);
		iter += GOLDEN_ANGLE_RADIAN;
	}
	
	return w / sw;
}
float getwavesHI(vec2 uv){
	float w = 0.0;
	float sw = 0.0;
	float iter = 0.0;
	float ww = 1.0;
    uv += iGlobalTime * 0.5;
	// it seems its absolutely fastest way for water height function that looks real
	for(int i=0;i<24;i++){
		w += ww * wave(uv * 0.06 , vec2(sin(iter), cos(iter)) * 10.0, 2.0 + iter * 0.08, 2.0 + iter * 3.0);
		sw += ww;
		ww = mix(ww, 0.0115, 0.4);
		iter += GOLDEN_ANGLE_RADIAN;
	}
	
	return w / sw;
}

float H = 0.0;
vec3 normal(vec2 pos, float e, float depth){
    vec2 ex = vec2(e, 0);
    H = getwavesHI(pos.xy) * depth;
    vec3 a = vec3(pos.x, H, pos.y);
    return normalize(cross(normalize(a-vec3(pos.x - e, getwavesHI(pos.xy - ex.xy) * depth, pos.y)), 
                           normalize(a-vec3(pos.x, getwavesHI(pos.xy + ex.yx) * depth, pos.y + e))));
}
mat3 rotmat(vec3 axis, float angle)
{
	axis = normalize(axis);
	float s = sin(angle);
	float c = cos(angle);
	float oc = 1.0 - c;
	
	return mat3(oc * axis.x * axis.x + c,           oc * axis.x * axis.y - axis.z * s,  oc * axis.z * axis.x + axis.y * s, 
	oc * axis.x * axis.y + axis.z * s,  oc * axis.y * axis.y + c,           oc * axis.y * axis.z - axis.x * s, 
	oc * axis.z * axis.x - axis.y * s,  oc * axis.y * axis.z + axis.x * s,  oc * axis.z * axis.z + c);
}
#define mouse (iMouse.xy / iResolution.xy)
vec3 getRay(vec2 uv){
    uv = (uv * 2.0 - 1.0)* vec2(iResolution.x / iResolution.y, 1.0);
	vec3 proj = normalize(vec3(uv.x, uv.y, 1.0) + vec3(uv.x, uv.y, -1.0) * pow(length(uv), 2.0) * 0.05);	
    
	vec3 ray = rotmat(vec3(0.0, -1.0, 0.0), mouse.x * 2.0 - 1.0) * rotmat(vec3(1.0, 0.0, 0.0), 1.5 * (mouse.y * 2.0 - 1.0)) * proj;
    return ray;
}

float rand2sTimex(vec2 co){
    return fract(sin(dot(co.xy * iGlobalTime,vec2(12.9898,78.233))) * 43758.5453);
}
float raymarchwater2(vec3 camera, vec3 start, vec3 end, float depth){
    float stepsize = 1.0 / 5.0;
    float iter = 0.0;
    vec3 pos = start;
    float h = 0.0;
    float rd = stepsize * rand2sTimex(end.xz);
    for(int i=0;i<6;i++){
        pos = mix(start, end, iter);
        h = getwaves(pos.xz) * depth - depth;
        if(h > pos.y) {
            return distance(pos, camera);
        }
        iter += stepsize;
    }
    return -1.0;
}

float raymarchwater(vec3 camera, vec3 start, vec3 end, float depth){
    float stepsize = 1.0 / 15.0;
    float iter = 0.0;
    vec3 pos = start;
    float h = 0.0;
    float rd = stepsize * rand2sTimex(end.xz);
    for(int i=0;i<16;i++){
        pos = mix(start, end, iter + rd);
        h = getwaves(pos.xz) * depth - depth;
        if(h > pos.y) {
            return raymarchwater2(camera, mix(start, end, iter - stepsize + rd), mix(start, end, iter + rd), depth);
        }
        iter += stepsize;
    }
    return -1.0;
}

float intersectPlane(vec3 origin, vec3 direction, vec3 point, vec3 normal)
{ 
    return clamp(dot(point - origin, normal) / dot(direction, normal), -1.0, 9991999.0); 
}

vec3 getatm(vec3 ray){
 	return mix(vec3(0.9), vec3(0.0, 0.2, 0.5), sqrt(abs(ray.y)));
    
}

float sun(vec3 ray){
 	vec3 sd = normalize(vec3(1.0));   
    return pow(max(0.0, dot(ray, sd)), 528.0) * 110.0;
}

void main()
{
	vec2 uv = vTexCoord;
 	
	float waterdepth = 2.1;
	vec3 wfloor = vec3(0.0, -waterdepth, 0.0);
	vec3 wceil = vec3(0.0, 0.0, 0.0);
	vec3 orig = vec3(0.0, 2.0, 0.0);
	vec3 ray = getRay(uv);
	float hihit = intersectPlane(orig, ray, wceil, vec3(0.0, 1.0, 0.0));
    if(ray.y >= -0.01){
        vec3 C = getatm(ray) * 2.0 + sun(ray);
        //tonemapping
        C = normalize(C) * sqrt(length(C));
     	gl_FragColor = vec4( C,1.0);   
        return;
    }
	float lohit = intersectPlane(orig, ray, wfloor, vec3(0.0, 1.0, 0.0));
    vec3 hipos = orig + ray * hihit;
    vec3 lopos = orig + ray * lohit;
	float dist = raymarchwater(orig, hipos, lopos, waterdepth);
    vec3 pos = orig + ray * dist;

	vec3 N = normal(pos.xz, 0.001, waterdepth);
    vec2 velocity = N.xz * (1.0 - N.y);
    N = mix(vec3(0.0, 1.0, 0.0), N, 1.0 / (dist * dist * 0.01 + 1.0));
    vec3 R = reflect(ray, N);
    float fresnel = (0.04 + (1.0-0.04)*(pow(1.0 - max(0.0, dot(-N, ray)), 5.0)));
	
    vec3 C = fresnel * getatm(R) * 2.0 + fresnel * sun(R);
    //tonemapping
    C = normalize(C) * sqrt(length(C));
    
	gl_FragColor = vec4(C,1.0);
}
]]}

Here’s one that looks prettier, but runs way too slow
https://www.shadertoy.com/view/Ms2SD1


function setup()
    displayMode(FULLSCREEN)
    
    seaMesh = mesh()
    seaMesh:addRect(WIDTH/2, HEIGHT/2, WIDTH, HEIGHT)
    seaMesh:setRectTex(1 , 0,0,1,1)
    seaMesh.shader = shader(seaShader.vertexShader, seaShader.fragmentShader)
    seaMesh.shader.iResolution = vec2(WIDTH, HEIGHT)
end

-- This function gets called once every frame
function draw()
    background(0,0,0,255)
    
    seaMesh.shader.iGlobalTime = ElapsedTime
    seaMesh.shader.iMouse = CurrentTouch.x
    seaMesh:draw()
end

seaShader = {
vertexShader = [[
//
// A basic vertex shader
//

//This is the current model * view * projection matrix
// Codea sets it automatically
uniform mat4 modelViewProjection;

//This is the current mesh vertex position, color and tex coord
// Set automatically
attribute vec4 position;
attribute vec2 texCoord;

varying vec2 vTexCoord;
//This is an output variable that will be passed to the fragment shader

void main()
{
    vTexCoord = texCoord;
    //Multiply the vertex position by our combined transform
    gl_Position = modelViewProjection * position;
}
]],
fragmentShader = [[
/*
 * "Seascape" by Alexander Alekseev aka TDM - 2014
 * License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
 * Contact: tdmaav@gmail.com
 */
 
//Default precision qualifier
precision highp float;

uniform float iGlobalTime;
uniform vec2 iResolution;
uniform float iMouse;

varying vec2 vTexCoord;

const int NUM_STEPS = 8;
const float PI	 	= 3.1415;
const float EPSILON	= 1e-3;
#define EPSILON_NRM (0.1 / iResolution.x)

// sea
const int ITER_GEOMETRY = 3;
const int ITER_FRAGMENT = 5;
const float SEA_HEIGHT = 0.6;
const float SEA_CHOPPY = 4.0;
const float SEA_SPEED = 0.8;
const float SEA_FREQ = 0.16;
const vec3 SEA_BASE = vec3(0.1,0.19,0.22);
const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6);
#define SEA_TIME (1.0 + iGlobalTime * SEA_SPEED)
const mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);

// math
mat3 fromEuler(vec3 ang) {
	vec2 a1 = vec2(sin(ang.x),cos(ang.x));
    vec2 a2 = vec2(sin(ang.y),cos(ang.y));
    vec2 a3 = vec2(sin(ang.z),cos(ang.z));
    mat3 m;
    m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
	m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
	m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
	return m;
}
float hash( vec2 p ) {
	float h = dot(p,vec2(127.1,311.7));	
    return fract(sin(h)*43758.5453123);
}
float noise( in vec2 p ) {
    vec2 i = floor( p );
    vec2 f = fract( p );	
	vec2 u = f*f*(3.0-2.0*f);
    return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ), 
                     hash( i + vec2(1.0,0.0) ), u.x),
                mix( hash( i + vec2(0.0,1.0) ), 
                     hash( i + vec2(1.0,1.0) ), u.x), u.y);
}

// lighting
float diffuse(vec3 n,vec3 l,float p) {
    return pow(dot(n,l) * 0.4 + 0.6,p);
}
float specular(vec3 n,vec3 l,vec3 e,float s) {    
    float nrm = (s + 8.0) / (3.1415 * 8.0);
    return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
}

// sky
vec3 getSkyColor(vec3 e) {
    e.y = max(e.y,0.0);
    return vec3(pow(1.0-e.y,2.0), 1.0-e.y, 0.6+(1.0-e.y)*0.4);
}

// sea
float sea_octave(vec2 uv, float choppy) {
    uv += noise(uv);        
    vec2 wv = 1.0-abs(sin(uv));
    vec2 swv = abs(cos(uv));    
    wv = mix(wv,swv,wv);
    return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}

float map(vec3 p) {
    float freq = SEA_FREQ;
    float amp = SEA_HEIGHT;
    float choppy = SEA_CHOPPY;
    vec2 uv = p.xz; uv.x *= 0.75;
    
    float d, h = 0.0;    
    for(int i = 0; i < ITER_GEOMETRY; i++) {        
    	d = sea_octave((uv+SEA_TIME)*freq,choppy);
    	d += sea_octave((uv-SEA_TIME)*freq,choppy);
        h += d * amp;        
    	uv *= octave_m; freq *= 1.9; amp *= 0.22;
        choppy = mix(choppy,1.0,0.2);
    }
    return p.y - h;
}

float map_detailed(vec3 p) {
    float freq = SEA_FREQ;
    float amp = SEA_HEIGHT;
    float choppy = SEA_CHOPPY;
    vec2 uv = p.xz; uv.x *= 0.75;
    
    float d, h = 0.0;    
    for(int i = 0; i < ITER_FRAGMENT; i++) {        
    	d = sea_octave((uv+SEA_TIME)*freq,choppy);
    	d += sea_octave((uv-SEA_TIME)*freq,choppy);
        h += d * amp;        
    	uv *= octave_m; freq *= 1.9; amp *= 0.22;
        choppy = mix(choppy,1.0,0.2);
    }
    return p.y - h;
}

vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {  
    float fresnel = clamp(1.0 - dot(n,-eye), 0.0, 1.0);
    fresnel = pow(fresnel,3.0) * 0.65;
        
    vec3 reflected = getSkyColor(reflect(eye,n));    
    vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12; 
    
    vec3 color = mix(refracted,reflected,fresnel);
    
    float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);
    color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
    
    color += vec3(specular(n,l,eye,60.0));
    
    return color;
}

// tracing
vec3 getNormal(vec3 p, float eps) {
    vec3 n;
    n.y = map_detailed(p);    
    n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
    n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
    n.y = eps;
    return normalize(n);
}

float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {  
    float tm = 0.0;
    float tx = 1000.0;    
    float hx = map(ori + dir * tx);
    if(hx > 0.0) return tx;   
    float hm = map(ori + dir * tm);    
    float tmid = 0.0;
    for(int i = 0; i < NUM_STEPS; i++) {
        tmid = mix(tm,tx, hm/(hm-hx));                   
        p = ori + dir * tmid;                   
    	float hmid = map(p);
		if(hmid < 0.0) {
        	tx = tmid;
            hx = hmid;
        } else {
            tm = tmid;
            hm = hmid;
        }
    }
    return tmid;
}

// main
void main() {
	vec2 uv = vTexCoord; 
	//fragCoord.xy / iResolution.xy;
    uv = uv * 2.0 - 1.0;
    uv.x *= iResolution.x / iResolution.y;    
    float time = iGlobalTime * 0.3 + iMouse*0.01;
        
    // ray
    vec3 ang = vec3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time);    
    vec3 ori = vec3(0.0,3.5,time*5.0);
    vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.15;
    dir = normalize(dir) * fromEuler(ang);
    
    // tracing
    vec3 p;
    heightMapTracing(ori,dir,p);
    vec3 dist = p - ori;
    vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
    vec3 light = normalize(vec3(0.0,1.0,0.8)); 
             
    // color
    vec3 color = mix(
        getSkyColor(dir),
        getSeaColor(p,n,light,dir,dist),
    	pow(smoothstep(0.0,-0.05,dir.y),0.3));
        
    // post
	gl_FragColor = vec4(pow(color,vec3(0.75)), 1.0);
}
]]}

Very good! I like the first one!

The second one has some noise point:

I found another version of it, the code is here:


function setup()
    displayMode(FULLSCREEN)
    spriteMode(CORNER)
    parameter.watch("1/DeltaTime")
    screen = image(WIDTH/1,HEIGHT/1)
    w,h = screen.width,screen.height
    m = mesh()
    m.vertices = {vec2(0,0),vec2(w,0),vec2(w,h),vec2(w,h),vec2(0,h),vec2(0,0)}
    m.shader = shader(V,F)
    m.shader.iResolution = vec2(w,h) * 2
end

function draw()
    -- setContext(screen)
    background(0, 0, 0, 255)
    m.shader.iGlobalTime =  ElapsedTime
    m.shader.iMouse = vec2(CurrentTouch.x,CurrentTouch.y) * 2
    m:draw()
    -- setContext()
    -- sprite(screen,0,0,WIDTH/1,HEIGHT/1)
end

function touched(touch)
    
end
V = [[
uniform mat4 modelViewProjection;
attribute vec4 position;
void main()
{
gl_Position = modelViewProjection * position;
}
]]

F = [[
precision highp float;
uniform vec2 iResolution;
uniform vec2 iMouse;
uniform float iGlobalTime;

const int NUM_STEPS = 4;
const float PI = 3.14159;
const float EPSILON= 1e-3;
float EPSILON_NRM= 0.1 / iResolution.x;

// sea
const int ITER_GEOMETRY = 3;
const int ITER_FRAGMENT = 5;
const float SEA_HEIGHT = 0.6;
const float SEA_CHOPPY = 4.0;
const float SEA_SPEED = 0.8;
const float SEA_FREQ = 0.16;
const vec3 SEA_BASE = vec3(0.1,0.19,0.22);
const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6);
float SEA_TIME = iGlobalTime * SEA_SPEED;
mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);

// math
mat3 fromEuler(vec3 ang) {
vec2 a1 = vec2(sin(ang.x),cos(ang.x));
vec2 a2 = vec2(sin(ang.y),cos(ang.y));
vec2 a3 = vec2(sin(ang.z),cos(ang.z));
mat3 m;
m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
return m;
}

float hash( vec2 p ) {
float h = dot(p,vec2(127.1,311.7));
return fract(sin(h)*43758.5453123);
}

float noise( in vec2 p ) {
vec2 i = floor( p );
vec2 f = fract( p );
vec2 u = f*f*(3.0-2.0*f);
return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ),
hash( i + vec2(1.0,0.0) ), u.x),
mix( hash( i + vec2(0.0,1.0) ),
hash( i + vec2(1.0,1.0) ), u.x), u.y);
}

// lighting
float diffuse(vec3 n,vec3 l,float p) {
return pow(dot(n,l) * 0.4 + 0.6,p);
}

float specular(vec3 n,vec3 l,vec3 e,float s) {
float nrm = (s + 8.0) / (3.1415 * 8.0);
return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
}

// sky
vec3 getSkyColor(vec3 e) {
e.y = max(e.y,0.0);
vec3 ret;
ret.x = pow(1.0-e.y,2.0);
ret.y = 1.0-e.y;
ret.z = 0.6+(1.0-e.y)*0.4;
return ret;
}

// sea
float sea_octave(vec2 uv, float choppy) {
uv += noise(uv);
vec2 wv = 1.0-abs(sin(uv));
vec2 swv = abs(cos(uv));
wv = mix(wv,swv,wv);
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}

float map(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;

float d, h = 0.0;
for(int i = 0; i < ITER_GEOMETRY; i++) {
    d = sea_octave((uv+SEA_TIME)*freq,choppy);
    d += sea_octave((uv-SEA_TIME)*freq,choppy);
    h += d * amp;
    uv *= octave_m; freq *= 1.9; amp *= 0.22;
    choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}

float map_detailed(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;

float d, h = 0.0;
for(int i = 0; i < ITER_FRAGMENT; i++) {
    d = sea_octave((uv+SEA_TIME)*freq,choppy);
    d += sea_octave((uv-SEA_TIME)*freq,choppy);
    h += d * amp;
    uv *= octave_m; freq *= 1.9; amp *= 0.22;
    choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}

vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {
float fresnel = 1.0 - max(dot(n,-eye),0.0);
fresnel = pow(fresnel,3.0) * 0.65;

vec3 reflected = getSkyColor(reflect(eye,n));
vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12;

vec3 color = mix(refracted,reflected,fresnel);

float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);
color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;

color += vec3(specular(n,l,eye,60.0));

return color;
}

// tracing
vec3 getNormal(vec3 p, float eps) {
vec3 n;
n.y = map_detailed(p);
n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
n.y = eps;
return normalize(n);
}

float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {
float tm = 0.0;
float tx = 1000.0;
float hx = map(ori + dir * tx);
if(hx > 0.0) return tx;
float hm = map(ori + dir * tm);
float tmid = 0.0;
for(int i = 0; i < NUM_STEPS; i++) {
    tmid = mix(tm,tx, hm/(hm-hx));
    p = ori + dir * tmid;
    float hmid = map(p);
    if(hmid < 0.0) {
    tx = tmid;
    hx = hmid;
    } else {
    tm = tmid;
    hm = hmid;
    }
}
return tmid;
}

void main() {
vec2 uv = gl_FragCoord.xy / iResolution.xy;
uv = uv * 2.0 - 1.0;
uv.x *= iResolution.x / iResolution.y;
float time = iGlobalTime * 0.3 + iMouse.x*0.01;

// ray
vec3 ang = vec3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time);
vec3 ori = vec3(0.0,3.5,time*5.0);
vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.15;
dir = normalize(dir) * fromEuler(ang);

// tracing
vec3 p;
heightMapTracing(ori,dir,p);
vec3 dist = p - ori;
vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
vec3 light = normalize(vec3(0.0,1.0,0.8));

// color
vec3 color = mix(
getSkyColor(dir),
getSeaColor(p,n,light,dir,dist),
pow(smoothstep(0.0,-0.05,dir.y),0.3));

// post
gl_FragColor = vec4(pow(color,vec3(0.75)), 1.0);
}
]]

The screenshot:

These are great. You watch them long enough and you can get sea sick.

the shadertoy shaders are amazing. I notice there is a shadertoy app on the apple appstore, which makes it easier to visualize the shaders.

The first one crashes my lowly iPad 3 :frowning:

EDIT: actually they all do.

I can run the first one but it really tanks the FPS the more ocean there is on screen

First one works for me on iPad 2 , but it can only do ~ 0.3 fps :slight_smile:
Looks very nice though.

@juce what iOS version?

@UberGoober , iOS 8.2

(I never upgraded further because i could see newer iOS versions putting more and more strain on the older hardware. I think maybe my old iPad 2 could still run iOS 9, but with difficulty, probably.)

This may have shown your wisdom, then, I suppose, @juce. Anyone out there with an iPad 3 or older running iOS 9?

@UberGoober My iPad 2 stayed on iOS 8.4 so I could jailbreak it. It’s crazy slow, so I figured iOS 9 isn’t an option for it.