|
@@ -237,6 +237,7 @@ THREE.Water.WaterShader = {
|
|
|
vertexShader: [
|
|
|
|
|
|
'#include <fog_pars_vertex>',
|
|
|
+ '#include <logdepthbuf_pars_vertex>',
|
|
|
|
|
|
'uniform mat4 textureMatrix;',
|
|
|
|
|
@@ -255,6 +256,7 @@ THREE.Water.WaterShader = {
|
|
|
' vec4 mvPosition = viewMatrix * worldPosition;', // used in fog_vertex
|
|
|
' gl_Position = projectionMatrix * mvPosition;',
|
|
|
|
|
|
+ ' #include <logdepthbuf_vertex>',
|
|
|
' #include <fog_vertex>',
|
|
|
|
|
|
'}'
|
|
@@ -265,6 +267,7 @@ THREE.Water.WaterShader = {
|
|
|
|
|
|
'#include <common>',
|
|
|
'#include <fog_pars_fragment>',
|
|
|
+ '#include <logdepthbuf_pars_fragment>',
|
|
|
|
|
|
'uniform sampler2D tReflectionMap;',
|
|
|
'uniform sampler2D tRefractionMap;',
|
|
@@ -287,6 +290,8 @@ THREE.Water.WaterShader = {
|
|
|
|
|
|
'void main() {',
|
|
|
|
|
|
+ ' #include <logdepthbuf_fragment>',
|
|
|
+
|
|
|
' float flowMapOffset0 = config.x;',
|
|
|
' float flowMapOffset1 = config.y;',
|
|
|
' float halfCycle = config.z;',
|