362 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			362 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									Clock,
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									Color,
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									Matrix4,
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									Mesh,
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									RepeatWrapping,
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									ShaderMaterial,
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									TextureLoader,
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									UniformsLib,
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									UniformsUtils,
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									Vector2,
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									Vector4
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								} from 'three';
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								import { Reflector } from '../objects/Reflector.js';
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								import { Refractor } from '../objects/Refractor.js';
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								/**
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								 * References:
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								 *	https://alex.vlachos.com/graphics/Vlachos-SIGGRAPH10-WaterFlow.pdf
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								 *	http://graphicsrunner.blogspot.de/2010/08/water-using-flow-maps.html
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								 *
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								 */
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								class Water extends Mesh {
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									constructor( geometry, options = {} ) {
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										super( geometry );
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										this.isWater = true;
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										this.type = 'Water';
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										const scope = this;
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										const color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0xFFFFFF );
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										const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
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										const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
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										const clipBias = options.clipBias !== undefined ? options.clipBias : 0;
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										const flowDirection = options.flowDirection !== undefined ? options.flowDirection : new Vector2( 1, 0 );
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										const flowSpeed = options.flowSpeed !== undefined ? options.flowSpeed : 0.03;
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										const reflectivity = options.reflectivity !== undefined ? options.reflectivity : 0.02;
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										const scale = options.scale !== undefined ? options.scale : 1;
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										const shader = options.shader !== undefined ? options.shader : Water.WaterShader;
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										const textureLoader = new TextureLoader();
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										const flowMap = options.flowMap || undefined;
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										const normalMap0 = options.normalMap0 || textureLoader.load( 'textures/water/Water_1_M_Normal.jpg' );
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										const normalMap1 = options.normalMap1 || textureLoader.load( 'textures/water/Water_2_M_Normal.jpg' );
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										const cycle = 0.15; // a cycle of a flow map phase
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										const halfCycle = cycle * 0.5;
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										const textureMatrix = new Matrix4();
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										const clock = new Clock();
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										// internal components
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										if ( Reflector === undefined ) {
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											console.error( 'THREE.Water: Required component Reflector not found.' );
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											return;
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										}
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										if ( Refractor === undefined ) {
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											console.error( 'THREE.Water: Required component Refractor not found.' );
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											return;
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										}
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										const reflector = new Reflector( geometry, {
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											textureWidth: textureWidth,
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											textureHeight: textureHeight,
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											clipBias: clipBias
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										} );
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										const refractor = new Refractor( geometry, {
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											textureWidth: textureWidth,
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											textureHeight: textureHeight,
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											clipBias: clipBias
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										} );
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										reflector.matrixAutoUpdate = false;
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										refractor.matrixAutoUpdate = false;
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										// material
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										this.material = new ShaderMaterial( {
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											name: shader.name,
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											uniforms: UniformsUtils.merge( [
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												UniformsLib[ 'fog' ],
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												shader.uniforms
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											] ),
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											vertexShader: shader.vertexShader,
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											fragmentShader: shader.fragmentShader,
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											transparent: true,
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											fog: true
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										} );
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										if ( flowMap !== undefined ) {
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											this.material.defines.USE_FLOWMAP = '';
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											this.material.uniforms[ 'tFlowMap' ] = {
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												type: 't',
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												value: flowMap
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											};
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										} else {
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											this.material.uniforms[ 'flowDirection' ] = {
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												type: 'v2',
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												value: flowDirection
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											};
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										}
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										// maps
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										normalMap0.wrapS = normalMap0.wrapT = RepeatWrapping;
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										normalMap1.wrapS = normalMap1.wrapT = RepeatWrapping;
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										this.material.uniforms[ 'tReflectionMap' ].value = reflector.getRenderTarget().texture;
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										this.material.uniforms[ 'tRefractionMap' ].value = refractor.getRenderTarget().texture;
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										this.material.uniforms[ 'tNormalMap0' ].value = normalMap0;
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										this.material.uniforms[ 'tNormalMap1' ].value = normalMap1;
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										// water
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										this.material.uniforms[ 'color' ].value = color;
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										this.material.uniforms[ 'reflectivity' ].value = reflectivity;
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										this.material.uniforms[ 'textureMatrix' ].value = textureMatrix;
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										// inital values
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										this.material.uniforms[ 'config' ].value.x = 0; // flowMapOffset0
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										this.material.uniforms[ 'config' ].value.y = halfCycle; // flowMapOffset1
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										this.material.uniforms[ 'config' ].value.z = halfCycle; // halfCycle
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										this.material.uniforms[ 'config' ].value.w = scale; // scale
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										// functions
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										function updateTextureMatrix( camera ) {
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											textureMatrix.set(
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												0.5, 0.0, 0.0, 0.5,
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												0.0, 0.5, 0.0, 0.5,
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												0.0, 0.0, 0.5, 0.5,
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												0.0, 0.0, 0.0, 1.0
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											);
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											textureMatrix.multiply( camera.projectionMatrix );
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											textureMatrix.multiply( camera.matrixWorldInverse );
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											textureMatrix.multiply( scope.matrixWorld );
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										}
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										function updateFlow() {
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											const delta = clock.getDelta();
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											const config = scope.material.uniforms[ 'config' ];
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											config.value.x += flowSpeed * delta; // flowMapOffset0
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											config.value.y = config.value.x + halfCycle; // flowMapOffset1
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											// Important: The distance between offsets should be always the value of "halfCycle".
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											// Moreover, both offsets should be in the range of [ 0, cycle ].
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											// This approach ensures a smooth water flow and avoids "reset" effects.
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											if ( config.value.x >= cycle ) {
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												config.value.x = 0;
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												config.value.y = halfCycle;
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											} else if ( config.value.y >= cycle ) {
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												config.value.y = config.value.y - cycle;
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											}
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										}
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										//
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										this.onBeforeRender = function ( renderer, scene, camera ) {
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											updateTextureMatrix( camera );
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											updateFlow();
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											scope.visible = false;
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											reflector.matrixWorld.copy( scope.matrixWorld );
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											refractor.matrixWorld.copy( scope.matrixWorld );
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											reflector.onBeforeRender( renderer, scene, camera );
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											refractor.onBeforeRender( renderer, scene, camera );
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											scope.visible = true;
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										};
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									}
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								}
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								Water.WaterShader = {
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									name: 'WaterShader',
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									uniforms: {
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										'color': {
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											type: 'c',
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											value: null
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										},
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										'reflectivity': {
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											type: 'f',
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											value: 0
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										},
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										'tReflectionMap': {
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											type: 't',
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											value: null
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										},
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										'tRefractionMap': {
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											type: 't',
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											value: null
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										},
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										'tNormalMap0': {
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											type: 't',
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											value: null
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										},
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										'tNormalMap1': {
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											type: 't',
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											value: null
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										},
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										'textureMatrix': {
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											type: 'm4',
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											value: null
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										},
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										'config': {
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											type: 'v4',
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											value: new Vector4()
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										}
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									},
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									vertexShader: /* glsl */`
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										#include <common>
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										#include <fog_pars_vertex>
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										#include <logdepthbuf_pars_vertex>
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										uniform mat4 textureMatrix;
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										varying vec4 vCoord;
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										varying vec2 vUv;
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										varying vec3 vToEye;
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										void main() {
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											vUv = uv;
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											vCoord = textureMatrix * vec4( position, 1.0 );
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											vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
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											vToEye = cameraPosition - worldPosition.xyz;
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											vec4 mvPosition =  viewMatrix * worldPosition; // used in fog_vertex
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											gl_Position = projectionMatrix * mvPosition;
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											#include <logdepthbuf_vertex>
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											#include <fog_vertex>
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										}`,
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									fragmentShader: /* glsl */`
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										#include <common>
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										#include <fog_pars_fragment>
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										#include <logdepthbuf_pars_fragment>
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										uniform sampler2D tReflectionMap;
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										uniform sampler2D tRefractionMap;
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										uniform sampler2D tNormalMap0;
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										uniform sampler2D tNormalMap1;
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										#ifdef USE_FLOWMAP
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											uniform sampler2D tFlowMap;
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										#else
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											uniform vec2 flowDirection;
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										#endif
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										uniform vec3 color;
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										uniform float reflectivity;
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										uniform vec4 config;
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										varying vec4 vCoord;
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										varying vec2 vUv;
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										varying vec3 vToEye;
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										void main() {
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											#include <logdepthbuf_fragment>
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											float flowMapOffset0 = config.x;
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											float flowMapOffset1 = config.y;
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											float halfCycle = config.z;
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											float scale = config.w;
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											vec3 toEye = normalize( vToEye );
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											// determine flow direction
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											vec2 flow;
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											#ifdef USE_FLOWMAP
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												flow = texture2D( tFlowMap, vUv ).rg * 2.0 - 1.0;
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											#else
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												flow = flowDirection;
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											#endif
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											flow.x *= - 1.0;
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											// sample normal maps (distort uvs with flowdata)
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											vec4 normalColor0 = texture2D( tNormalMap0, ( vUv * scale ) + flow * flowMapOffset0 );
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											vec4 normalColor1 = texture2D( tNormalMap1, ( vUv * scale ) + flow * flowMapOffset1 );
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											// linear interpolate to get the final normal color
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											float flowLerp = abs( halfCycle - flowMapOffset0 ) / halfCycle;
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											vec4 normalColor = mix( normalColor0, normalColor1, flowLerp );
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											// calculate normal vector
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											vec3 normal = normalize( vec3( normalColor.r * 2.0 - 1.0, normalColor.b,  normalColor.g * 2.0 - 1.0 ) );
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											// calculate the fresnel term to blend reflection and refraction maps
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											float theta = max( dot( toEye, normal ), 0.0 );
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											float reflectance = reflectivity + ( 1.0 - reflectivity ) * pow( ( 1.0 - theta ), 5.0 );
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											// calculate final uv coords
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											vec3 coord = vCoord.xyz / vCoord.w;
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											vec2 uv = coord.xy + coord.z * normal.xz * 0.05;
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											vec4 reflectColor = texture2D( tReflectionMap, vec2( 1.0 - uv.x, uv.y ) );
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											vec4 refractColor = texture2D( tRefractionMap, uv );
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											// multiply water color with the mix of both textures
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											gl_FragColor = vec4( color, 1.0 ) * mix( refractColor, reflectColor, reflectance );
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											#include <tonemapping_fragment>
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											#include <colorspace_fragment>
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											#include <fog_fragment>
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										}`
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								};
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								export { Water };
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