Introduction - If you have any usage issues, please Google them yourself
128* 128 grid on the solution of 2-dimensional wave equation to simulate a wide range of water. With a pixel shader program to complete the wave equation of time points, the result is stored in a floating point texture,. And then this texture to the rendering module. In addition the use of bump mapping to describe the details of the surface corrugation, which will later bring about-by-pixel rendering realistic water effects of high light flashes.