I think @pspeed is moving the whole world when you move and not the camera (to avoid float precision when you move far away from the world’s origin). Since the water textures are sampled in world space, it gives this artifact…
Hey that sounds like exactly what’s going on. I’m not exactly planning on using it anytime soon, but it sounds like it would be easily solvable by feeding the world movement into the shader and just using that instead of the camera matrix when doing the uv offset.
Then again I don’t really know what I’m talking about so ¯\_(ツ)_/¯
@jayfella Cool thanks, I’ll take a look! What none of the sources I’ve read don’t exactly mention is where would one actually hook a geometry shader up to the renderer. Something like the DLSR that attaches directly to the viewport?
Well I suppose I was looking at the wrong thing then, figured the grass must be it.