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+import {
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+ OrthographicCamera,
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+ Mesh,
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+ Scene,
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+ ShaderMaterial,
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+ Vector3,
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+ WebGLRenderer,
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+ WebGLRenderTarget,
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+} from '../../../src/Three';
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+
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+export class Ocean {
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+ constructor( renderer: WebGLRenderer, camera?: OrthographicCamera, scene?: Scene, options?: object );
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+
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+ changed: boolean;
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+ initial: boolean;
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+
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+ oceanCamera: OrthographicCamera
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+ renderer: WebGLRenderer;
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+ scene: Scene;
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+
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+ clearColor: number[];
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+ geometryOrigin: number[];
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+ sunDirectionX: number;
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+ sunDirectionY: number;
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+ sunDirectionZ: number;
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+ oceanColor: Vector3;
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+ skyColor: Vector3;
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+ exposure: number;
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+ geometryResolution: number;
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+ geometrySize: number;
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+ resolution: number;
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+ floatSize: number;
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+ windX: number;
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+ windY: number;
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+ size: number;
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+ choppiness: number;
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+
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+ initialSpectrumFramebuffer: WebGLRenderTarget;
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+ spectrumFramebuffer: WebGLRenderTarget;
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+ pingPhaseFramebuffer: WebGLRenderTarget;
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+ pongPhaseFramebuffer: WebGLRenderTarget;
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+ pingTransformFramebuffer: WebGLRenderTarget;
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+ pongTransformFramebuffer: WebGLRenderTarget;
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+ displacementMapFramebuffer: WebGLRenderTarget;
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+ normalMapFramebuffer: WebGLRenderTarget;
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+
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+ matrixNeedsUpdate: boolean;
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+
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+ materialOceanHorizontal: ShaderMaterial;
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+ materialOceanVertical: ShaderMaterial;
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+ materialInitialSpectrum: ShaderMaterial;
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+ materialPhase: ShaderMaterial;
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+ materialSpectrum: ShaderMaterial;
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+ materialNormal: ShaderMaterial;
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+ materialOcean: ShaderMaterial;
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+
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+ screenQuad: Mesh;
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+
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+ generateSeedPhaseTexture(): void;
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+ generateMesh(): void;
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+ render(): void;
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+ renderInitialSpectrum(): void;
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+ renderWavePhase(): void;
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+ renderSpectrum(): void;
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+ renderSpectrumFFT(): void;
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+ renderNormalMap(): void;
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+
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+}
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