334 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			334 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| 
								 | 
							
								import {
							 | 
						||
| 
								 | 
							
									Color,
							 | 
						||
| 
								 | 
							
									FrontSide,
							 | 
						||
| 
								 | 
							
									Matrix4,
							 | 
						||
| 
								 | 
							
									Mesh,
							 | 
						||
| 
								 | 
							
									PerspectiveCamera,
							 | 
						||
| 
								 | 
							
									Plane,
							 | 
						||
| 
								 | 
							
									ShaderMaterial,
							 | 
						||
| 
								 | 
							
									UniformsLib,
							 | 
						||
| 
								 | 
							
									UniformsUtils,
							 | 
						||
| 
								 | 
							
									Vector3,
							 | 
						||
| 
								 | 
							
									Vector4,
							 | 
						||
| 
								 | 
							
									WebGLRenderTarget
							 | 
						||
| 
								 | 
							
								} from 'three';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								/**
							 | 
						||
| 
								 | 
							
								 * Work based on :
							 | 
						||
| 
								 | 
							
								 * https://github.com/Slayvin: Flat mirror for three.js
							 | 
						||
| 
								 | 
							
								 * https://home.adelphi.edu/~stemkoski/ : An implementation of water shader based on the flat mirror
							 | 
						||
| 
								 | 
							
								 * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
							 | 
						||
| 
								 | 
							
								 */
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								class Water extends Mesh {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									constructor( geometry, options = {} ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										super( geometry );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.isWater = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const scope = this;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
							 | 
						||
| 
								 | 
							
										const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
							 | 
						||
| 
								 | 
							
										const alpha = options.alpha !== undefined ? options.alpha : 1.0;
							 | 
						||
| 
								 | 
							
										const time = options.time !== undefined ? options.time : 0.0;
							 | 
						||
| 
								 | 
							
										const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
							 | 
						||
| 
								 | 
							
										const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70707, 0.70707, 0.0 );
							 | 
						||
| 
								 | 
							
										const sunColor = new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
							 | 
						||
| 
								 | 
							
										const waterColor = new Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
							 | 
						||
| 
								 | 
							
										const eye = options.eye !== undefined ? options.eye : new Vector3( 0, 0, 0 );
							 | 
						||
| 
								 | 
							
										const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
							 | 
						||
| 
								 | 
							
										const side = options.side !== undefined ? options.side : FrontSide;
							 | 
						||
| 
								 | 
							
										const fog = options.fog !== undefined ? options.fog : false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const mirrorPlane = new Plane();
							 | 
						||
| 
								 | 
							
										const normal = new Vector3();
							 | 
						||
| 
								 | 
							
										const mirrorWorldPosition = new Vector3();
							 | 
						||
| 
								 | 
							
										const cameraWorldPosition = new Vector3();
							 | 
						||
| 
								 | 
							
										const rotationMatrix = new Matrix4();
							 | 
						||
| 
								 | 
							
										const lookAtPosition = new Vector3( 0, 0, - 1 );
							 | 
						||
| 
								 | 
							
										const clipPlane = new Vector4();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const view = new Vector3();
							 | 
						||
| 
								 | 
							
										const target = new Vector3();
							 | 
						||
| 
								 | 
							
										const q = new Vector4();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const textureMatrix = new Matrix4();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const mirrorCamera = new PerspectiveCamera();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const mirrorShader = {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											name: 'MirrorShader',
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											uniforms: UniformsUtils.merge( [
							 | 
						||
| 
								 | 
							
												UniformsLib[ 'fog' ],
							 | 
						||
| 
								 | 
							
												UniformsLib[ 'lights' ],
							 | 
						||
| 
								 | 
							
												{
							 | 
						||
| 
								 | 
							
													'normalSampler': { value: null },
							 | 
						||
| 
								 | 
							
													'mirrorSampler': { value: null },
							 | 
						||
| 
								 | 
							
													'alpha': { value: 1.0 },
							 | 
						||
| 
								 | 
							
													'time': { value: 0.0 },
							 | 
						||
| 
								 | 
							
													'size': { value: 1.0 },
							 | 
						||
| 
								 | 
							
													'distortionScale': { value: 20.0 },
							 | 
						||
| 
								 | 
							
													'textureMatrix': { value: new Matrix4() },
							 | 
						||
| 
								 | 
							
													'sunColor': { value: new Color( 0x7F7F7F ) },
							 | 
						||
| 
								 | 
							
													'sunDirection': { value: new Vector3( 0.70707, 0.70707, 0 ) },
							 | 
						||
| 
								 | 
							
													'eye': { value: new Vector3() },
							 | 
						||
| 
								 | 
							
													'waterColor': { value: new Color( 0x555555 ) }
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
											] ),
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											vertexShader: /* glsl */`
							 | 
						||
| 
								 | 
							
												uniform mat4 textureMatrix;
							 | 
						||
| 
								 | 
							
												uniform float time;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												varying vec4 mirrorCoord;
							 | 
						||
| 
								 | 
							
												varying vec4 worldPosition;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												#include <common>
							 | 
						||
| 
								 | 
							
												#include <fog_pars_vertex>
							 | 
						||
| 
								 | 
							
												#include <shadowmap_pars_vertex>
							 | 
						||
| 
								 | 
							
												#include <logdepthbuf_pars_vertex>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												void main() {
							 | 
						||
| 
								 | 
							
													mirrorCoord = modelMatrix * vec4( position, 1.0 );
							 | 
						||
| 
								 | 
							
													worldPosition = mirrorCoord.xyzw;
							 | 
						||
| 
								 | 
							
													mirrorCoord = textureMatrix * mirrorCoord;
							 | 
						||
| 
								 | 
							
													vec4 mvPosition =  modelViewMatrix * vec4( position, 1.0 );
							 | 
						||
| 
								 | 
							
													gl_Position = projectionMatrix * mvPosition;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												#include <beginnormal_vertex>
							 | 
						||
| 
								 | 
							
												#include <defaultnormal_vertex>
							 | 
						||
| 
								 | 
							
												#include <logdepthbuf_vertex>
							 | 
						||
| 
								 | 
							
												#include <fog_vertex>
							 | 
						||
| 
								 | 
							
												#include <shadowmap_vertex>
							 | 
						||
| 
								 | 
							
											}`,
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											fragmentShader: /* glsl */`
							 | 
						||
| 
								 | 
							
												uniform sampler2D mirrorSampler;
							 | 
						||
| 
								 | 
							
												uniform float alpha;
							 | 
						||
| 
								 | 
							
												uniform float time;
							 | 
						||
| 
								 | 
							
												uniform float size;
							 | 
						||
| 
								 | 
							
												uniform float distortionScale;
							 | 
						||
| 
								 | 
							
												uniform sampler2D normalSampler;
							 | 
						||
| 
								 | 
							
												uniform vec3 sunColor;
							 | 
						||
| 
								 | 
							
												uniform vec3 sunDirection;
							 | 
						||
| 
								 | 
							
												uniform vec3 eye;
							 | 
						||
| 
								 | 
							
												uniform vec3 waterColor;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												varying vec4 mirrorCoord;
							 | 
						||
| 
								 | 
							
												varying vec4 worldPosition;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												vec4 getNoise( vec2 uv ) {
							 | 
						||
| 
								 | 
							
													vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);
							 | 
						||
| 
								 | 
							
													vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );
							 | 
						||
| 
								 | 
							
													vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );
							 | 
						||
| 
								 | 
							
													vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );
							 | 
						||
| 
								 | 
							
													vec4 noise = texture2D( normalSampler, uv0 ) +
							 | 
						||
| 
								 | 
							
														texture2D( normalSampler, uv1 ) +
							 | 
						||
| 
								 | 
							
														texture2D( normalSampler, uv2 ) +
							 | 
						||
| 
								 | 
							
														texture2D( normalSampler, uv3 );
							 | 
						||
| 
								 | 
							
													return noise * 0.5 - 1.0;
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {
							 | 
						||
| 
								 | 
							
													vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );
							 | 
						||
| 
								 | 
							
													float direction = max( 0.0, dot( eyeDirection, reflection ) );
							 | 
						||
| 
								 | 
							
													specularColor += pow( direction, shiny ) * sunColor * spec;
							 | 
						||
| 
								 | 
							
													diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												#include <common>
							 | 
						||
| 
								 | 
							
												#include <packing>
							 | 
						||
| 
								 | 
							
												#include <bsdfs>
							 | 
						||
| 
								 | 
							
												#include <fog_pars_fragment>
							 | 
						||
| 
								 | 
							
												#include <logdepthbuf_pars_fragment>
							 | 
						||
| 
								 | 
							
												#include <lights_pars_begin>
							 | 
						||
| 
								 | 
							
												#include <shadowmap_pars_fragment>
							 | 
						||
| 
								 | 
							
												#include <shadowmask_pars_fragment>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												void main() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													#include <logdepthbuf_fragment>
							 | 
						||
| 
								 | 
							
													vec4 noise = getNoise( worldPosition.xz * size );
							 | 
						||
| 
								 | 
							
													vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													vec3 diffuseLight = vec3(0.0);
							 | 
						||
| 
								 | 
							
													vec3 specularLight = vec3(0.0);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													vec3 worldToEye = eye-worldPosition.xyz;
							 | 
						||
| 
								 | 
							
													vec3 eyeDirection = normalize( worldToEye );
							 | 
						||
| 
								 | 
							
													sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													float distance = length(worldToEye);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;
							 | 
						||
| 
								 | 
							
													vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );
							 | 
						||
| 
								 | 
							
													float rf0 = 0.3;
							 | 
						||
| 
								 | 
							
													float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );
							 | 
						||
| 
								 | 
							
													vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;
							 | 
						||
| 
								 | 
							
													vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);
							 | 
						||
| 
								 | 
							
													vec3 outgoingLight = albedo;
							 | 
						||
| 
								 | 
							
													gl_FragColor = vec4( outgoingLight, alpha );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													#include <tonemapping_fragment>
							 | 
						||
| 
								 | 
							
													#include <colorspace_fragment>
							 | 
						||
| 
								 | 
							
													#include <fog_fragment>	
							 | 
						||
| 
								 | 
							
												}`
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const material = new ShaderMaterial( {
							 | 
						||
| 
								 | 
							
											name: mirrorShader.name,
							 | 
						||
| 
								 | 
							
											uniforms: UniformsUtils.clone( mirrorShader.uniforms ),
							 | 
						||
| 
								 | 
							
											vertexShader: mirrorShader.vertexShader,
							 | 
						||
| 
								 | 
							
											fragmentShader: mirrorShader.fragmentShader,
							 | 
						||
| 
								 | 
							
											lights: true,
							 | 
						||
| 
								 | 
							
											side: side,
							 | 
						||
| 
								 | 
							
											fog: fog
							 | 
						||
| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										material.uniforms[ 'mirrorSampler' ].value = renderTarget.texture;
							 | 
						||
| 
								 | 
							
										material.uniforms[ 'textureMatrix' ].value = textureMatrix;
							 | 
						||
| 
								 | 
							
										material.uniforms[ 'alpha' ].value = alpha;
							 | 
						||
| 
								 | 
							
										material.uniforms[ 'time' ].value = time;
							 | 
						||
| 
								 | 
							
										material.uniforms[ 'normalSampler' ].value = normalSampler;
							 | 
						||
| 
								 | 
							
										material.uniforms[ 'sunColor' ].value = sunColor;
							 | 
						||
| 
								 | 
							
										material.uniforms[ 'waterColor' ].value = waterColor;
							 | 
						||
| 
								 | 
							
										material.uniforms[ 'sunDirection' ].value = sunDirection;
							 | 
						||
| 
								 | 
							
										material.uniforms[ 'distortionScale' ].value = distortionScale;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										material.uniforms[ 'eye' ].value = eye;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										scope.material = material;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										scope.onBeforeRender = function ( renderer, scene, camera ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
							 | 
						||
| 
								 | 
							
											cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											rotationMatrix.extractRotation( scope.matrixWorld );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											normal.set( 0, 0, 1 );
							 | 
						||
| 
								 | 
							
											normal.applyMatrix4( rotationMatrix );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											view.subVectors( mirrorWorldPosition, cameraWorldPosition );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// Avoid rendering when mirror is facing away
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( view.dot( normal ) > 0 ) return;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											view.reflect( normal ).negate();
							 | 
						||
| 
								 | 
							
											view.add( mirrorWorldPosition );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											rotationMatrix.extractRotation( camera.matrixWorld );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											lookAtPosition.set( 0, 0, - 1 );
							 | 
						||
| 
								 | 
							
											lookAtPosition.applyMatrix4( rotationMatrix );
							 | 
						||
| 
								 | 
							
											lookAtPosition.add( cameraWorldPosition );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											target.subVectors( mirrorWorldPosition, lookAtPosition );
							 | 
						||
| 
								 | 
							
											target.reflect( normal ).negate();
							 | 
						||
| 
								 | 
							
											target.add( mirrorWorldPosition );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											mirrorCamera.position.copy( view );
							 | 
						||
| 
								 | 
							
											mirrorCamera.up.set( 0, 1, 0 );
							 | 
						||
| 
								 | 
							
											mirrorCamera.up.applyMatrix4( rotationMatrix );
							 | 
						||
| 
								 | 
							
											mirrorCamera.up.reflect( normal );
							 | 
						||
| 
								 | 
							
											mirrorCamera.lookAt( target );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											mirrorCamera.far = camera.far; // Used in WebGLBackground
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											mirrorCamera.updateMatrixWorld();
							 | 
						||
| 
								 | 
							
											mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// Update the texture matrix
							 | 
						||
| 
								 | 
							
											textureMatrix.set(
							 | 
						||
| 
								 | 
							
												0.5, 0.0, 0.0, 0.5,
							 | 
						||
| 
								 | 
							
												0.0, 0.5, 0.0, 0.5,
							 | 
						||
| 
								 | 
							
												0.0, 0.0, 0.5, 0.5,
							 | 
						||
| 
								 | 
							
												0.0, 0.0, 0.0, 1.0
							 | 
						||
| 
								 | 
							
											);
							 | 
						||
| 
								 | 
							
											textureMatrix.multiply( mirrorCamera.projectionMatrix );
							 | 
						||
| 
								 | 
							
											textureMatrix.multiply( mirrorCamera.matrixWorldInverse );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
							 | 
						||
| 
								 | 
							
											// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
							 | 
						||
| 
								 | 
							
											mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
							 | 
						||
| 
								 | 
							
											mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const projectionMatrix = mirrorCamera.projectionMatrix;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
							 | 
						||
| 
								 | 
							
											q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
							 | 
						||
| 
								 | 
							
											q.z = - 1.0;
							 | 
						||
| 
								 | 
							
											q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// Calculate the scaled plane vector
							 | 
						||
| 
								 | 
							
											clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// Replacing the third row of the projection matrix
							 | 
						||
| 
								 | 
							
											projectionMatrix.elements[ 2 ] = clipPlane.x;
							 | 
						||
| 
								 | 
							
											projectionMatrix.elements[ 6 ] = clipPlane.y;
							 | 
						||
| 
								 | 
							
											projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
							 | 
						||
| 
								 | 
							
											projectionMatrix.elements[ 14 ] = clipPlane.w;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											eye.setFromMatrixPosition( camera.matrixWorld );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// Render
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const currentRenderTarget = renderer.getRenderTarget();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const currentXrEnabled = renderer.xr.enabled;
							 | 
						||
| 
								 | 
							
											const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											scope.visible = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											renderer.xr.enabled = false; // Avoid camera modification and recursion
							 | 
						||
| 
								 | 
							
											renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											renderer.setRenderTarget( renderTarget );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( renderer.autoClear === false ) renderer.clear();
							 | 
						||
| 
								 | 
							
											renderer.render( scene, mirrorCamera );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											scope.visible = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											renderer.xr.enabled = currentXrEnabled;
							 | 
						||
| 
								 | 
							
											renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											renderer.setRenderTarget( currentRenderTarget );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// Restore viewport
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const viewport = camera.viewport;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( viewport !== undefined ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.state.viewport( viewport );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								export { Water };
							 |