Screen Space Projected Water Grids + FFT

So I decided I need some ocean, and came across a technique called Screen Space Projected Grids. Basically a plane is placed infront of the camera and then projected to the worldspace water plane. This page explains it quite nicely:

For the heightfield I use FFT computed on the GPU using compute shaders, currently with a resolution of 128x128 per dimension. (Code:

The shader effect-code is here:

Results (shading done by my pipeline):


the link doesn’t work anymore, would it be possible to share it again?