RasterCore
Ready to execute

Hardware Heritage

The "Water Effect" was a viral algorithm in the late 90s (DOS/Java era). It simulated 2D wave equation dampening using two simple height buffers.

The Algorithm

It uses neighbor averaging: `Buffer2[x,y] = ((Buffer1[x-1] + Buffer1[x+1] + ...) / 2) - Buffer2[x,y]`.

Refraction

The height map is used to displace pixels from a background image, creating a convincing illusion of refraction.

Interaction

Move your mouse over the canvas to disturb the water surface.

Water Ripples

2D Wave equation simulation.

Legacy Algorithm

// Calculate new height
newH = ( prev[x-1][y] + prev[x+1][y] +
         prev[x][y-1] + prev[x][y+1] ) / 2
         - curr[x][y];

// Dampening
newH = newH - (newH >> 5);