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@@ -1,3 +1,7 @@
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+/*
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+ three.js Ocean
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+*/
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+
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THREE.Ocean = function ( renderer, camera, scene, options ) {
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// flag used to trigger parameter changes
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@@ -87,10 +91,10 @@ THREE.Ocean = function ( renderer, camera, scene, options ) {
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////////////////////////////////////////
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// 0 - The vertex shader used in all of the simulation steps
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- var fullscreeenVertexShader = THREE.ShaderLib[ "ocean_sim_vertex" ];
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+ var fullscreeenVertexShader = THREE.OceanShaders[ "ocean_sim_vertex" ];
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// 1 - Horizontal wave vertices used for FFT
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- var oceanHorizontalShader = THREE.ShaderLib[ "ocean_subtransform" ];
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+ var oceanHorizontalShader = THREE.OceanShaders[ "ocean_subtransform" ];
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var oceanHorizontalUniforms = THREE.UniformsUtils.clone( oceanHorizontalShader.uniforms );
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this.materialOceanHorizontal = new THREE.ShaderMaterial( {
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uniforms: oceanHorizontalUniforms,
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@@ -103,7 +107,7 @@ THREE.Ocean = function ( renderer, camera, scene, options ) {
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this.materialOceanHorizontal.depthTest = false;
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// 2 - Vertical wave vertices used for FFT
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- var oceanVerticalShader = THREE.ShaderLib[ "ocean_subtransform" ];
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+ var oceanVerticalShader = THREE.OceanShaders[ "ocean_subtransform" ];
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var oceanVerticalUniforms = THREE.UniformsUtils.clone( oceanVerticalShader.uniforms );
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this.materialOceanVertical = new THREE.ShaderMaterial( {
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uniforms: oceanVerticalUniforms,
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@@ -116,7 +120,7 @@ THREE.Ocean = function ( renderer, camera, scene, options ) {
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this.materialOceanVertical.depthTest = false;
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// 3 - Initial spectrum used to generate height map
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- var initialSpectrumShader = THREE.ShaderLib[ "ocean_initial_spectrum" ];
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+ var initialSpectrumShader = THREE.OceanShaders[ "ocean_initial_spectrum" ];
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var initialSpectrumUniforms = THREE.UniformsUtils.clone( initialSpectrumShader.uniforms );
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this.materialInitialSpectrum = new THREE.ShaderMaterial( {
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uniforms: initialSpectrumUniforms,
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@@ -128,7 +132,7 @@ THREE.Ocean = function ( renderer, camera, scene, options ) {
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this.materialInitialSpectrum.depthTest = false;
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// 4 - Phases used to animate heightmap
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- var phaseShader = THREE.ShaderLib[ "ocean_phase" ];
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+ var phaseShader = THREE.OceanShaders[ "ocean_phase" ];
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var phaseUniforms = THREE.UniformsUtils.clone( phaseShader.uniforms );
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this.materialPhase = new THREE.ShaderMaterial( {
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uniforms: phaseUniforms,
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@@ -139,7 +143,7 @@ THREE.Ocean = function ( renderer, camera, scene, options ) {
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this.materialPhase.depthTest = false;
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// 5 - Shader used to update spectrum
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- var spectrumShader = THREE.ShaderLib[ "ocean_spectrum" ];
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+ var spectrumShader = THREE.OceanShaders[ "ocean_spectrum" ];
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var spectrumUniforms = THREE.UniformsUtils.clone( spectrumShader.uniforms );
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this.materialSpectrum = new THREE.ShaderMaterial( {
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uniforms: spectrumUniforms,
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@@ -151,7 +155,7 @@ THREE.Ocean = function ( renderer, camera, scene, options ) {
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this.materialSpectrum.depthTest = false;
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// 6 - Shader used to update spectrum normals
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- var normalShader = THREE.ShaderLib[ "ocean_normals" ];
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+ var normalShader = THREE.OceanShaders[ "ocean_normals" ];
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var normalUniforms = THREE.UniformsUtils.clone( normalShader.uniforms );
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this.materialNormal = new THREE.ShaderMaterial( {
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uniforms: normalUniforms,
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@@ -163,7 +167,7 @@ THREE.Ocean = function ( renderer, camera, scene, options ) {
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this.materialNormal.depthTest = false;
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// 7 - Shader used to update normals
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- var oceanShader = THREE.ShaderLib[ "ocean_main" ];
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+ var oceanShader = THREE.OceanShaders[ "ocean_main" ];
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var oceanUniforms = THREE.UniformsUtils.clone( oceanShader.uniforms );
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this.materialOcean = new THREE.ShaderMaterial( {
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uniforms: oceanUniforms,
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