Water Plugin Gerstner Shader

I’d like to look at the code that generates the Gerstner Wave Normal and World Position Offset maps, for educational purposes. When I look into the cpp files I assume are responsible for it (GerstnerWaterWaves.cpp, GerstnerWaterWaveViewExtension.cpp) I can’t follow along where the actual textures are being created on the GPU. Anyone have any advice on the matter?
I’m hoping to eventually learn how to create a heightmap on the GPU from the Gerstner data Z value to use for foam, Fake SSS, and other things.