Initial project import
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244
node_modules/three-stdlib/objects/Water.js
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244
node_modules/three-stdlib/objects/Water.js
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import { Mesh, Vector3, Color, FrontSide, Plane, Matrix4, Vector4, PerspectiveCamera, WebGLRenderTarget, UniformsUtils, UniformsLib, ShaderMaterial } from "three";
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import { version } from "../_polyfill/constants.js";
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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 !== void 0 ? options.textureWidth : 512;
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const textureHeight = options.textureHeight !== void 0 ? options.textureHeight : 512;
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const clipBias = options.clipBias !== void 0 ? options.clipBias : 0;
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const alpha = options.alpha !== void 0 ? options.alpha : 1;
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const time = options.time !== void 0 ? options.time : 0;
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const normalSampler = options.waterNormals !== void 0 ? options.waterNormals : null;
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const sunDirection = options.sunDirection !== void 0 ? options.sunDirection : new Vector3(0.70707, 0.70707, 0);
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const sunColor = new Color(options.sunColor !== void 0 ? options.sunColor : 16777215);
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const waterColor = new Color(options.waterColor !== void 0 ? options.waterColor : 8355711);
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const eye = options.eye !== void 0 ? options.eye : new Vector3(0, 0, 0);
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const distortionScale = options.distortionScale !== void 0 ? options.distortionScale : 20;
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const side = options.side !== void 0 ? options.side : FrontSide;
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const fog = options.fog !== void 0 ? options.fog : false;
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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 },
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time: { value: 0 },
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size: { value: 1 },
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distortionScale: { value: 20 },
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textureMatrix: { value: new Matrix4() },
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sunColor: { value: new Color(8355711) },
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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(5592405) }
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}
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]),
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vertexShader: (
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/* glsl */
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`
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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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),
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fragmentShader: (
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/* glsl */
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`
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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 <${version >= 154 ? "colorspace_fragment" : "encodings_fragment"}>
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#include <fog_fragment>
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}`
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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,
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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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if (view.dot(normal) > 0)
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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;
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mirrorCamera.updateMatrixWorld();
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mirrorCamera.projectionMatrix.copy(camera.projectionMatrix);
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textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1);
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textureMatrix.multiply(mirrorCamera.projectionMatrix);
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textureMatrix.multiply(mirrorCamera.matrixWorldInverse);
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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;
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q.w = (1 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];
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clipPlane.multiplyScalar(2 / clipPlane.dot(q));
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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 - clipBias;
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projectionMatrix.elements[14] = clipPlane.w;
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eye.setFromMatrixPosition(camera.matrixWorld);
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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;
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renderer.shadowMap.autoUpdate = false;
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renderer.setRenderTarget(renderTarget);
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renderer.state.buffers.depth.setMask(true);
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if (renderer.autoClear === false)
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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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const viewport = camera.viewport;
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if (viewport !== void 0) {
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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 {
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Water
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};
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//# sourceMappingURL=Water.js.map
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