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No particles. Gerstner Wave shader + analytical splashes

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A test from summer of 2016 of a gerstner wave shader, utilizing distance fields for analytical splashes. All splashes are a single mesh here, using a masked flipbook texture. Splash flipbook texture by Tim Elek from paragon, but I am doing some tempAA dither to make the masked material appear translucent, which kinda makes it look screwy and smeared. It does look a bit 'floaty', just tricky to tweak that with an analytical effect. This effect is meant to be supplemented with some actual timed splashes for

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