Shade - WebGPU graphics

Chromium GPU development in one word: reve-land-ert

Been working on water implementation

The technique for shading is entirely screen-space.

The problem with water is - you typically need to render the scene a few extra times to get refractions, reflections and caustics. It gets expensive fast.

This is my take on the problem, aiming for great visual appearance at marginal cost of the traditional technique.

Still relatively early WiP

Some of the earlier screens


And a path tracer work to provide reference



The screen-space approach has a bunch of failure cases, with respect to reflections I have a fallback that’s already used in SSR from before, refractions technique has a fallback, but it’s somewhat obvious, especially for regular linear shapes such as in this test bed.

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