Adding a 2D water effect to your game is now easy with this versatile pixel shader and example code!
Easily configure properties to customize the behavior of the water, including:
Surface wave size/frequency
Surface wave speed
Just set the shader before you draw, configure the desired behavior, and off you go!
Don't worry - The implementation makes use of a custom GLSL pixel shader, leaving more CPU cycles available to playing your game.
If you use this asset in your code, we'll happily tweet (@GimpySoftware) screenshots of your project!
This asset includes fully documented example code which you can use as reference, or as the start of your own project.
Version 1.0.0. Published July 20, 2015
Created with GameMaker: Studio v1.4.1567
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Perfect! Works in GMS2 after few manipulations.
Works perfectly in GMS2 if you follow these easy steps: 1) Create a new project in GMS1 and import the extension. 2) Run once to check that it's working and save the project. 3) Import saved GMS1 project into GMS2. 4) Add line "depth = 100;" into "obj_ocean->Create" event. This water implementation is not using a lot of CPU as it is being calculated on GPU. Very fast. Great asset! I have already implemented it into my GMS2 racing game.
Does NOT work in GMS2 and no author response
Dosen't work and author ignores questions posted here...