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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