THREE.JS / WEBGL GPGPU
The surface remembers every disturbance.
A ping-pong heightmap stores the current and previous water levels. A GLSL compute pass updates the wave, a displaced water mesh samples it, and a 4×1 RGBA8 readback supplies height and normal data to twelve floating duck proxies.
InitializingWEBGL2 / GPUCOMPUTATIONRENDERER
Preparing heightmap, water mesh, and readback target.
- compute
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- resolution
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- water mesh
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- readback
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- agents
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- simulation
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- sample avg / p95
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- backend
- WebGL2
Derived from the pinned classic GPGPU water example. This route uses deterministic local water and stylized duck proxies in place of the official HDR/DRACO/GLTF assets; the exact SunLight/asset/presentation pixels, broad device/compiler/performance matrix, context-loss/leak stress, and whole-example fidelity remain separate.