Procedural Ocean water

I stumble upon this while searching for a good ocean water vray shader.
Can some of you programmer gurus explain how this works ? Any remote way that one could generate a vray water material using this code ?
I have a decent ocean material that I made with a blend of noises. but this looks awesome …
I’m not looking for animation yet, just being able to use it somehow in still images.
What language is it ?

Oh yes, that looks gorgeous…

@matt_newberg, can you help?

After looking further I think this is meant to be run in a browser. It looks like php or Pearl ?

We are looking to add VRayMtlOSL and VRayTexOSL to V-Ray for Rhino 3.0.

The UI team has not finished working on the UI for either of those at this time. Once I have something to test, I’ll report back if that shader works in 3.0.

That isn’t a normal OSL shader, so if you want to use that code you are out of luck, now or in the future with V-Ray.

It appears to be a basic raytracer written inside of a glsl fragment shader.

Thanks Matt. It was only wishful thinking. However, the addition of OSL shaders (‘normal’) sounds exciting ! …
Decent ocean water shaders are complex and vRfR has very limited resources compared with Max , Maya or Blender versions so for the time being I’m stuck with the basic types of noises available and displacement (see attached).
Incidentally, it would be good to have a decent guide in version 3.0 documentation for some of the procedural textures available in the texture editor. Some of them are very cryptic in terms of what each parameter does. A description with examples would be very welcome.
Most of the parameters don’t have a baloon help description despite not being obvious at all what they do.
Someone did a bit of work trying to understand them in 2012 but it’s probably not enough.

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