Last night while getting my coding feet wet (pun intended) after the long trip away from home, I decided to play with some ideas I had for shader particle effects for rendering waterfalls.
Here are some images I snapped last night of the prototype app running a handful of these water streams:
And because still shots don’t really show it off that well, here is a video:
The two sets of waterfalls use two different texture atlases as I was playing with different shading. The one on the right is closer to what I want to achieve I think.
The arcing is built into the geometry and not done by the shader. The shader deals with short linear spans and there is a cross-fade the softens the endpoints and allows overlapping. I used a simple differential equation to plot out a few spans into a nice arc.