It does just about everything on the GPU. All the CPU does is repeatedly render two triangles and play music: https://news.ycombinator.com/item?id=8070879
Here it has been adapted to WebGL: https://www.shadertoy.com/view/MdX3Rr
Edit: I'm wrong about the two triangles. From the .nfo-file:
for those wondering, this a (too) low density flat mesh displaced with
a procedural vertex shader. there arent any texturemaps for texturing,
instead texturing (and shading) is defferred and computed procedurally
in a full screen quad. this means there is zero overdraw for the quite
expensive material at the cost of a single geometry pass. then another
second full screen quad computes the motion blur. camera movements are
computed by a shader too and not in the cpu, as only the gpu knows the
procedural definition of the landscape.