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