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@@ -16,8 +16,6 @@
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<script type="module">
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import {
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AmbientLight,
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- BackSide,
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- BoxBufferGeometry,
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Clock,
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CubeTextureLoader,
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DirectionalLight,
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@@ -28,8 +26,6 @@
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PlaneBufferGeometry,
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RepeatWrapping,
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Scene,
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- ShaderLib,
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- ShaderMaterial,
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TextureLoader,
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TorusKnotBufferGeometry,
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Vector2,
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@@ -127,18 +123,7 @@
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'pz.jpg', 'nz.jpg',
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] );
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- var cubeShader = ShaderLib[ 'cube' ];
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- cubeShader.uniforms[ 'tCube' ].value = cubeTexture;
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-
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- var skyBoxMaterial = new ShaderMaterial( {
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- fragmentShader: cubeShader.fragmentShader,
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- vertexShader: cubeShader.vertexShader,
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- uniforms: cubeShader.uniforms,
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- side: BackSide
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- } );
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-
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- var skyBox = new Mesh( new BoxBufferGeometry( 1000, 1000, 1000 ), skyBoxMaterial );
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- scene.add( skyBox );
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+ scene.background = cubeTexture;
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// light
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@@ -162,24 +147,24 @@
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gui.addColor( params, 'color' ).onChange( function ( value ) {
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- water.material.uniforms[ "color" ].value.set( value );
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+ water.material.uniforms[ 'color' ].value.set( value );
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} );
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gui.add( params, 'scale', 1, 10 ).onChange( function ( value ) {
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- water.material.uniforms[ "config" ].value.w = value;
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+ water.material.uniforms[ 'config' ].value.w = value;
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} );
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gui.add( params, 'flowX', - 1, 1 ).step( 0.01 ).onChange( function ( value ) {
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- water.material.uniforms[ "flowDirection" ].value.x = value;
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- water.material.uniforms[ "flowDirection" ].value.normalize();
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+ water.material.uniforms[ 'flowDirection' ].value.x = value;
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+ water.material.uniforms[ 'flowDirection' ].value.normalize();
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} );
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gui.add( params, 'flowY', - 1, 1 ).step( 0.01 ).onChange( function ( value ) {
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- water.material.uniforms[ "flowDirection" ].value.y = value;
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- water.material.uniforms[ "flowDirection" ].value.normalize();
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+ water.material.uniforms[ 'flowDirection' ].value.y = value;
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+ water.material.uniforms[ 'flowDirection' ].value.normalize();
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} );
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