Note: this implementation maintains the license. Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
I did this as a recent service to my students who have old iPads that donโt have WebGPU support. I wasnโt concerned about doing a completely independent rewrite. This spring I intend to do a MIT Licensed independently written ocean shader with significant improvements over this one.
The only thing that makes me a bit sad is the license restriction on this shader. If I want to monetize my game in the future, Iโll be forced to disable this ocean because of the Non-Commercial clause.
Technically, to use this commercially, I would need to track down Alexander Alekseev (the original creator) and also get permission from Eric Eisaman for his specific improvements and port to Babylon.js.
Itโs an incredibly cool implementation, but to keep my projectโs future safe, Iโll likely have to settle for a simpler water shader with a more permissive license (like MIT). Thanks to Eric for the great work on this port anyway!
Thanks for sharing your perspective and concerns @onekit . I have to honor my inspiration and stay true to my heart and act in strict accordance with the license. I truly do however, intend to do an independently written MIT Licensed ocean shader this spring, from scratch, with several elements not present in this particular shader.
I incorporated a material level โfog-likeโ blurring effect at a distance. That is what you are experiencing. I did this in the shader itself particularly to incur less compute as an alternative to volumetric fog or other separate compute.