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			359 lines
		
	
	
		
			8.2 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			359 lines
		
	
	
		
			8.2 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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 || 512;
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		const textureHeight = options.textureHeight || 512;
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		const clipBias = options.clipBias || 0;
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		const flowDirection = options.flowDirection || new Vector2( 1, 0 );
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		const flowSpeed = options.flowSpeed || 0.03;
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		const reflectivity = options.reflectivity || 0.02;
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		const scale = options.scale || 1;
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		const shader = 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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			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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	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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