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A water shader for Godot with interactive depth that propagates into waves.

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An orthogonal camera could be used to render objects which collide with the water surface. By blending its result into the depth mask, we could get realistic waves for any...

Currently, waves propagate in the shape of a diamond because only up/down/left/right samples of neighbouring pixels are taken into account. Maybe alternating the shape in which these samples are taken...

The actual water rendering shader (`Water.shader`) is fairly bare-bones. Maybe techniques from other Godot water shaders out there could be adapted into this one.