This project demonstrates the use of a multi-stage compute shader pipeline inside of Godot 4 to compute 2D-FFTs, using an implementation based on Flügge, Fynn-Jorin, Realtime GPGPU FFT ocean water simulation (2017)
Created in Godot 4.2.2-Mono
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This project demonstrates the use of a multi-stage compute shader pipeline inside of Godot 4 to compute 2D-FFTs, using an implementation based on Flügge, Fynn-Jorin, Realtime GPGPU FFT ocean water simulation (2017)
Created in Godot 4.2.2-Mono