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✎ Ocean Waves
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Vertex Shader
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attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); }
Fragment Shader
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precision mediump float; uniform float u_time; uniform vec2 u_resolution; uniform vec2 u_mouseNorm; uniform float u_zoom; float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); } float noise(vec2 p) { vec2 i = floor(p), f = fract(p); f = f*f*(3.0-2.0*f); return mix(mix(hash(i), hash(i+vec2(1.0,0.0)), f.x), mix(hash(i+vec2(0.0,1.0)), hash(i+vec2(1.0,1.0)), f.x), f.y); } float wave(vec2 p, float t, float freq, float amp, float speed) { return sin(p.x * freq + t * speed) * sin(p.y * freq * 0.5 + t * speed * 0.7) * amp; } void main() { vec2 uv = gl_FragCoord.xy / u_resolution.xy; float t = u_time * 0.5; vec2 p = uv * 5.0 * u_zoom; float h = wave(p, t, 2.0, 0.3, 1.0); h += wave(p, t, 4.0, 0.15, 1.3); h += wave(p, t, 8.0, 0.08, 1.7); h += noise(p * 2.0 + t) * 0.1; vec3 deep = vec3(0.0, 0.1, 0.3); vec3 shallow = vec3(0.0, 0.4, 0.6); vec3 foam = vec3(0.9, 0.95, 1.0); vec3 col = mix(deep, shallow, smoothstep(-0.5, 0.5, h)); col = mix(col, foam, smoothstep(0.6, 0.8, h)); vec2 sunPos = vec2(0.7, 0.8) + (u_mouseNorm - 0.5) * 0.3; float sunSpec = pow(max(1.0 - length(uv - sunPos) * 3.0 - h * 0.5, 0.0), 16.0); col += vec3(1.0, 0.95, 0.8) * sunSpec; gl_FragColor = vec4(col, 1.0); }
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