Instead of trying to add my software water implementation into our software renderer, I did it in an OpenGL renderer that everyone uses and will use anyway. This code waited for this moment for two year until somebody reminded about it...
It doesn't use shaders, it's really just that software effect implemented modifying the texture and re-uploading to GPU.
I also found some bugs and fixed them. Now it looks even more accurate. Branch isn't merged to Xash3D FWGS master yet, but I sent it for other contributors to review: https://github.com/FWGS/xash3d-fwgs/pull/1475. You can find the binaries in GitHub Actions artifacts, or just wait until it gets reviewed and merged.
Comparison videos:
It doesn't use shaders, it's really just that software effect implemented modifying the texture and re-uploading to GPU.
I also found some bugs and fixed them. Now it looks even more accurate. Branch isn't merged to Xash3D FWGS master yet, but I sent it for other contributors to review: https://github.com/FWGS/xash3d-fwgs/pull/1475. You can find the binaries in GitHub Actions artifacts, or just wait until it gets reviewed and merged.
Comparison videos: