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@@ -17,7 +17,6 @@ import {
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PerspectiveCamera,
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Plane,
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RGBFormat,
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- ShaderChunk,
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ShaderMaterial,
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UniformsLib,
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UniformsUtils,
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@@ -109,8 +108,10 @@ var Water = function ( geometry, options ) {
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'varying vec4 mirrorCoord;',
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'varying vec4 worldPosition;',
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- ShaderChunk[ 'fog_pars_vertex' ],
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- ShaderChunk[ 'shadowmap_pars_vertex' ],
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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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@@ -119,9 +120,9 @@ var Water = function ( geometry, options ) {
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' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
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' gl_Position = projectionMatrix * mvPosition;',
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- ShaderChunk[ 'fog_vertex' ],
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- ShaderChunk[ 'shadowmap_vertex' ],
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-
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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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].join( '\n' ),
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@@ -159,15 +160,18 @@ var Water = function ( geometry, options ) {
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' diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;',
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'}',
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- ShaderChunk[ 'common' ],
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- ShaderChunk[ 'packing' ],
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- ShaderChunk[ 'bsdfs' ],
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- ShaderChunk[ 'fog_pars_fragment' ],
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- ShaderChunk[ 'lights_pars_begin' ],
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- ShaderChunk[ 'shadowmap_pars_fragment' ],
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- ShaderChunk[ 'shadowmask_pars_fragment' ],
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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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+
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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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@@ -191,9 +195,8 @@ var Water = function ( geometry, options ) {
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' vec3 outgoingLight = albedo;',
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' gl_FragColor = vec4( outgoingLight, alpha );',
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- ShaderChunk[ 'tonemapping_fragment' ],
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- ShaderChunk[ 'fog_fragment' ],
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-
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+ '#include <tonemapping_fragment>',
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+ '#include <fog_fragment>',
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'}'
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].join( '\n' )
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