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I got bored of the classic orthographically-projected-normal-particles-on-water-surface approach and started looking into more "realistic" approaches 👀 This is just a test with gizmos, once I get that set up with shaders and render passes I promise I won't be neither chill nor normal about it

Wait that's exactly what I'm working on right now! But I ran into the problem that subview buffers don't support negative numbers so I'm trying to get it done through the rendering server

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Nice! Not too familiar with how that'd be done in Godot but my overall plan for when I exit CPU/debug-land is to either normalize and remap the height difference + velocity to nicely fit the values into a texture or straight up use some sfloat format. I'm sure I'll run into issues here and there tho