A few transparent layers to add depth? Or something akin to parallax occlusion mapping?
EDIT - this Shadertoy is remarkably awesome despite only running on a 128x128x128 grid: https://www.shadertoy.com/view/wlG3RW
A few transparent layers to add depth? Or something akin to parallax occlusion mapping?
EDIT - this Shadertoy is remarkably awesome despite only running on a 128x128x128 grid: https://www.shadertoy.com/view/wlG3RW
I'm not sure if this WebGL page is based around this algorithm.
The ShaderToy 128³ cube appears to be quite different. I don't entirely follow what it's doing, but the pressure solve seems to be heavily simplified.
Probably the cheapest way to add a little bit of 3D-ness would be to write the fluid sim to a texture, use it as a height map, and sample the texture a second time while offsetting the uvs slightly based on height map and camera position. Still not a great solution, and would probably only work if it was a wall of fluid in front of you.