⭐ Built in the Agent OS — get it inside the AI Profit BoardroomJoin AIPB →

Gerstner · Sea

Summed directional waves

Sun specular · crest foam

drag · orbit
``` A few notes on what's happening in the scene: - **Gerstner waves**: six summed directional waves, each with its own wavelength, amplitude, speed, and steepness. The vertex shader displaces vertices in both X/Z (the characteristic Gerstner "peaks") and Y (height). Normals are computed by finite differencing the same displacement function, so lighting stays consistent with the actual surface. - **Sun reflection**: a low sun direction is shared between the sky shader and ocean shader. On the water, a sharp specular lobe (pow 260) sits on top of a broader one (pow 28), modulated by Fresnel so the glint concentrates near the grazing angle — that's what gives you the shimmering sun path across the crests. - **Foam**: a Jacobian-style steepness term accumulates from each wave's horizontal displacement derivative. Combined with crest-height thresholding and broken up by a small value-noise mask, so foam appears in patches on the steepest crests rather than as a flat band. - **Sky**: gradient from warm horizon to deep blue-black zenith, plus a real sun disc and multi-octave glow. The ocean reflects this sky color via Fresnel, so distant water blends into the haze band on the horizon. - **Camera**: slow idle drift with drag-to-orbit. The sky dome follows the camera so the horizon always reads correctly.