Emilian,

> All the sine stuff happens in the fragment shader, so performance is
> directly related to the amount of screen pixels covered by water, not on the
> amount of vertices. Maybe just testing the pixel depth against the fog 
> distance
> might bring some performance in fogged scenarios, where you won't compute
> the sine waves beyond visible range, for the few pixels that fall into that
> category.

You missed the point Thorsten is making. At distance, one pixel covers many 
wavelength and you only get aliases when spending all the computing power 
on that computation, when a simple random() call would have the same effect 
(and maybe that would remove aliasing). The fragment shader could stop 
computing waves when the eye coordinate distance if greater than a 
particular threshold. I think it's the strategy followed by Bruneton when 
he transitions from wave geometry to normal mapping to special BRDF in is 
ocean simulation.

The same thing should apply to the urban shader although the area covered 
is far less than ocean

Regards,
-Fred

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