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Ocean2: Indentation to tabs.

Mr.doob 11 years ago
parent
commit
a68ad58b7a
2 changed files with 633 additions and 633 deletions
  1. 301 301
      examples/js/Ocean.js
  2. 332 332
      examples/js/shaders/OceanShaders.js

+ 301 - 301
examples/js/Ocean.js

@@ -1,342 +1,342 @@
 THREE.Ocean = function (renderer, camera, scene, options) {
 THREE.Ocean = function (renderer, camera, scene, options) {
-    // flag used to trigger parameter changes
-    this.changed = true;
-    this.initial = true;
-    
-    // Assign required parameters as object properties
-    this.oceanCamera = new THREE.OrthographicCamera(); //camera.clone();
-    this.oceanCamera.position.z = 1;
-    this.renderer = renderer;
-    this.renderer.clearColor(new THREE.Color(1.0, 1.0, 1.0, 1.0));
-    
-    this.scene = new THREE.Scene();
+	// flag used to trigger parameter changes
+	this.changed = true;
+	this.initial = true;
+	
+	// Assign required parameters as object properties
+	this.oceanCamera = new THREE.OrthographicCamera(); //camera.clone();
+	this.oceanCamera.position.z = 1;
+	this.renderer = renderer;
+	this.renderer.clearColor(new THREE.Color(1.0, 1.0, 1.0, 1.0));
+	
+	this.scene = new THREE.Scene();
 
 
-    // Initialise helper objects
-    this.helpers();
+	// Initialise helper objects
+	this.helpers();
 
 
-    //this.fullscreenVertexBuffer = this.renderer.context.createBuffer();
-    
-    // Enable necessary extensions
-    this.renderer.context.getExtension('OES_texture_float');
-    this.renderer.context.getExtension('OES_texture_float_linear');
-    
-    // Assign optional parameters as variables and object properties
-    function optionalParameter(value, defaultValue) {
-        return value !== undefined ? value : defaultValue;
-    };
-    options = options || {};
-    this.clearColor = optionalParameter(options.CLEAR_COLOR, [1.0, 1.0, 1.0, 0.0]);
-    this.geometryOrigin = optionalParameter(options.GEOMETRY_ORIGIN, [-1000.0, -1000.0]);
-    this.sunDirectionX = optionalParameter(options.SUN_DIRECTION[0], -1.0);
-    this.sunDirectionY = optionalParameter(options.SUN_DIRECTION[1], 1.0);
-    this.sunDirectionZ = optionalParameter(options.SUN_DIRECTION[2], 1.0);
-    this.oceanColor = optionalParameter(options.OCEAN_COLOR, new THREE.Vector3(0.004, 0.016, 0.047));
-    this.skyColor = optionalParameter(options.SKY_COLOR, new THREE.Vector3(3.2, 9.6, 12.8));
-    this.exposure = optionalParameter(options.EXPOSURE, 0.35);
-    this.geometryResolution = optionalParameter(options.GEOMETRY_RESOLUTION, 32);
-    this.geometrySize = optionalParameter(options.GEOMETRY_SIZE, 2000);
-    this.resolution = optionalParameter(options.RESOLUTION, 64);
-    this.floatSize = optionalParameter(options.SIZE_OF_FLOAT, 4);
-    this.windX = optionalParameter(options.INITIAL_WIND[0], 10.0),
-    this.windY = optionalParameter(options.INITIAL_WIND[1], 10.0),
-    this.size = optionalParameter(options.INITIAL_SIZE, 250.0),
-    this.choppiness = optionalParameter(options.INITIAL_CHOPPINESS, 1.5);
-    
-    // 
-    this.matrixNeedsUpdate = false;
-    
-    // Setup framebuffer pipeline
-    var LinearClampParams = {
-        minFilter: THREE.LinearFilter,
-        magFilter: THREE.LinearFilter,
-        wrapS: THREE.ClampToEdgeWrapping,
-        wrapT: THREE.ClampToEdgeWrapping,
-        format: THREE.RGBAFormat,
-        stencilBuffer: false,
-        depthBuffer: false,
-        premultiplyAlpha: false,
-        type: THREE.FloatType
-    };
-    var NearestClampParams = {
-        minFilter: THREE.NearestFilter,
-        magFilter: THREE.NearestFilter,
-        wrapS: THREE.ClampToEdgeWrapping,
-        wrapT: THREE.ClampToEdgeWrapping,
-        format: THREE.RGBAFormat,
-        stencilBuffer: false,
-        depthBuffer: false,
-        premultiplyAlpha:false,
-        type: THREE.FloatType
-    };
-    var NearestRepeatParams = {
-        minFilter: THREE.NearestFilter,
-        magFilter: THREE.NearestFilter,
-        wrapS: THREE.RepeatWrapping,
-        wrapT: THREE.RepeatWrapping,
-        format: THREE.RGBAFormat,
-        stencilBuffer: false,
-        depthBuffer: false,
-        premultiplyAlpha: false,
-        type: THREE.FloatType
-    };
-    this.initialSpectrumFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestRepeatParams);
-    this.spectrumFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
-    this.pingPhaseFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
-    this.pongPhaseFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
-    this.pingTransformFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
-    this.pongTransformFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
-    this.displacementMapFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, LinearClampParams);
-    this.normalMapFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, LinearClampParams);
-    
-    // Define shaders and constant uniforms
-    ////////////////////////////////////////
-    
-    // 0 - The vertex shader used in all of the simulation steps
-    var fullscreeenVertexShader = THREE.ShaderLib["ocean_sim_vertex"];
-        
-    // 1 - Horizontal wave vertices used for FFT
-    var oceanHorizontalShader = THREE.ShaderLib["ocean_subtransform"];
-    var oceanHorizontalUniforms = THREE.UniformsUtils.clone(oceanHorizontalShader.uniforms);
-    this.materialOceanHorizontal = new THREE.ShaderMaterial({
-        uniforms: oceanHorizontalUniforms,
-        vertexShader: fullscreeenVertexShader.vertexShader,
-        fragmentShader: "#define HORIZONTAL \n" + oceanHorizontalShader.fragmentShader
-    });
-    this.materialOceanHorizontal.uniforms.u_transformSize = { type: "f", value: this.resolution };
-    this.materialOceanHorizontal.uniforms.u_subtransformSize = { type: "f", value: null };
-    this.materialOceanHorizontal.uniforms.u_input = { type: "t", value: null };
-    this.materialOceanHorizontal.depthTest = false;
-    
-    // 2 - Vertical wave vertices used for FFT
-    var oceanVerticalShader = THREE.ShaderLib["ocean_subtransform"];
-    var oceanVerticalUniforms = THREE.UniformsUtils.clone(oceanVerticalShader.uniforms);
-    this.materialOceanVertical = new THREE.ShaderMaterial({
-        uniforms: oceanVerticalUniforms,
-        vertexShader: fullscreeenVertexShader.vertexShader,
-        fragmentShader: oceanVerticalShader.fragmentShader
-    });
-    this.materialOceanVertical.uniforms.u_transformSize = { type: "f", value: this.resolution };
-    this.materialOceanVertical.uniforms.u_subtransformSize = { type: "f", value: null };
-    this.materialOceanVertical.uniforms.u_input = { type: "t", value: null };
-    this.materialOceanVertical.depthTest = false;
-    
-    // 3 - Initial spectrum used to generate height map
-    var initialSpectrumShader = THREE.ShaderLib["ocean_initial_spectrum"];
-    var initialSpectrumUniforms = THREE.UniformsUtils.clone(initialSpectrumShader.uniforms);
-    this.materialInitialSpectrum = new THREE.ShaderMaterial({
-        uniforms: initialSpectrumUniforms,
-        vertexShader: fullscreeenVertexShader.vertexShader,
-        fragmentShader:initialSpectrumShader.fragmentShader
-    });
-    this.materialInitialSpectrum.uniforms.u_wind = { type: "v2", value: null };
-    this.materialInitialSpectrum.uniforms.u_resolution = { type: "f", value: this.resolution };
-    this.materialInitialSpectrum.depthTest = false;
-    
-    // 4 - Phases used to animate heightmap
-    var phaseShader = THREE.ShaderLib["ocean_phase"];
-    var phaseUniforms = THREE.UniformsUtils.clone(phaseShader.uniforms);
-    this.materialPhase = new THREE.ShaderMaterial({
-        uniforms: phaseUniforms,
-        vertexShader: fullscreeenVertexShader.vertexShader,
-        fragmentShader: phaseShader.fragmentShader
-    });
-    this.materialPhase.uniforms.u_resolution = { type: "f", value: this.resolution };
-    this.materialPhase.depthTest = false;
-    
-    // 5 - Shader used to update spectrum
-    var spectrumShader = THREE.ShaderLib["ocean_spectrum"];
-    var spectrumUniforms = THREE.UniformsUtils.clone(spectrumShader.uniforms);
-    this.materialSpectrum = new THREE.ShaderMaterial({
-        uniforms: spectrumUniforms,
-        vertexShader: fullscreeenVertexShader.vertexShader,
-        fragmentShader: spectrumShader.fragmentShader
-    });
-    this.materialSpectrum.uniforms.u_initialSpectrum = { type: "t", value: null };
-    this.materialSpectrum.uniforms.u_resolution = { type: "f", value: this.resolution };
-    this.materialSpectrum.depthTest = false;
+	//this.fullscreenVertexBuffer = this.renderer.context.createBuffer();
+	
+	// Enable necessary extensions
+	this.renderer.context.getExtension('OES_texture_float');
+	this.renderer.context.getExtension('OES_texture_float_linear');
+	
+	// Assign optional parameters as variables and object properties
+	function optionalParameter(value, defaultValue) {
+		return value !== undefined ? value : defaultValue;
+	};
+	options = options || {};
+	this.clearColor = optionalParameter(options.CLEAR_COLOR, [1.0, 1.0, 1.0, 0.0]);
+	this.geometryOrigin = optionalParameter(options.GEOMETRY_ORIGIN, [-1000.0, -1000.0]);
+	this.sunDirectionX = optionalParameter(options.SUN_DIRECTION[0], -1.0);
+	this.sunDirectionY = optionalParameter(options.SUN_DIRECTION[1], 1.0);
+	this.sunDirectionZ = optionalParameter(options.SUN_DIRECTION[2], 1.0);
+	this.oceanColor = optionalParameter(options.OCEAN_COLOR, new THREE.Vector3(0.004, 0.016, 0.047));
+	this.skyColor = optionalParameter(options.SKY_COLOR, new THREE.Vector3(3.2, 9.6, 12.8));
+	this.exposure = optionalParameter(options.EXPOSURE, 0.35);
+	this.geometryResolution = optionalParameter(options.GEOMETRY_RESOLUTION, 32);
+	this.geometrySize = optionalParameter(options.GEOMETRY_SIZE, 2000);
+	this.resolution = optionalParameter(options.RESOLUTION, 64);
+	this.floatSize = optionalParameter(options.SIZE_OF_FLOAT, 4);
+	this.windX = optionalParameter(options.INITIAL_WIND[0], 10.0),
+	this.windY = optionalParameter(options.INITIAL_WIND[1], 10.0),
+	this.size = optionalParameter(options.INITIAL_SIZE, 250.0),
+	this.choppiness = optionalParameter(options.INITIAL_CHOPPINESS, 1.5);
+	
+	// 
+	this.matrixNeedsUpdate = false;
+	
+	// Setup framebuffer pipeline
+	var LinearClampParams = {
+		minFilter: THREE.LinearFilter,
+		magFilter: THREE.LinearFilter,
+		wrapS: THREE.ClampToEdgeWrapping,
+		wrapT: THREE.ClampToEdgeWrapping,
+		format: THREE.RGBAFormat,
+		stencilBuffer: false,
+		depthBuffer: false,
+		premultiplyAlpha: false,
+		type: THREE.FloatType
+	};
+	var NearestClampParams = {
+		minFilter: THREE.NearestFilter,
+		magFilter: THREE.NearestFilter,
+		wrapS: THREE.ClampToEdgeWrapping,
+		wrapT: THREE.ClampToEdgeWrapping,
+		format: THREE.RGBAFormat,
+		stencilBuffer: false,
+		depthBuffer: false,
+		premultiplyAlpha:false,
+		type: THREE.FloatType
+	};
+	var NearestRepeatParams = {
+		minFilter: THREE.NearestFilter,
+		magFilter: THREE.NearestFilter,
+		wrapS: THREE.RepeatWrapping,
+		wrapT: THREE.RepeatWrapping,
+		format: THREE.RGBAFormat,
+		stencilBuffer: false,
+		depthBuffer: false,
+		premultiplyAlpha: false,
+		type: THREE.FloatType
+	};
+	this.initialSpectrumFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestRepeatParams);
+	this.spectrumFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
+	this.pingPhaseFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
+	this.pongPhaseFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
+	this.pingTransformFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
+	this.pongTransformFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, NearestClampParams);
+	this.displacementMapFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, LinearClampParams);
+	this.normalMapFramebuffer = new THREE.WebGLRenderTarget(this.resolution, this.resolution, LinearClampParams);
+	
+	// Define shaders and constant uniforms
+	////////////////////////////////////////
+	
+	// 0 - The vertex shader used in all of the simulation steps
+	var fullscreeenVertexShader = THREE.ShaderLib["ocean_sim_vertex"];
+		
+	// 1 - Horizontal wave vertices used for FFT
+	var oceanHorizontalShader = THREE.ShaderLib["ocean_subtransform"];
+	var oceanHorizontalUniforms = THREE.UniformsUtils.clone(oceanHorizontalShader.uniforms);
+	this.materialOceanHorizontal = new THREE.ShaderMaterial({
+		uniforms: oceanHorizontalUniforms,
+		vertexShader: fullscreeenVertexShader.vertexShader,
+		fragmentShader: "#define HORIZONTAL \n" + oceanHorizontalShader.fragmentShader
+	});
+	this.materialOceanHorizontal.uniforms.u_transformSize = { type: "f", value: this.resolution };
+	this.materialOceanHorizontal.uniforms.u_subtransformSize = { type: "f", value: null };
+	this.materialOceanHorizontal.uniforms.u_input = { type: "t", value: null };
+	this.materialOceanHorizontal.depthTest = false;
+	
+	// 2 - Vertical wave vertices used for FFT
+	var oceanVerticalShader = THREE.ShaderLib["ocean_subtransform"];
+	var oceanVerticalUniforms = THREE.UniformsUtils.clone(oceanVerticalShader.uniforms);
+	this.materialOceanVertical = new THREE.ShaderMaterial({
+		uniforms: oceanVerticalUniforms,
+		vertexShader: fullscreeenVertexShader.vertexShader,
+		fragmentShader: oceanVerticalShader.fragmentShader
+	});
+	this.materialOceanVertical.uniforms.u_transformSize = { type: "f", value: this.resolution };
+	this.materialOceanVertical.uniforms.u_subtransformSize = { type: "f", value: null };
+	this.materialOceanVertical.uniforms.u_input = { type: "t", value: null };
+	this.materialOceanVertical.depthTest = false;
+	
+	// 3 - Initial spectrum used to generate height map
+	var initialSpectrumShader = THREE.ShaderLib["ocean_initial_spectrum"];
+	var initialSpectrumUniforms = THREE.UniformsUtils.clone(initialSpectrumShader.uniforms);
+	this.materialInitialSpectrum = new THREE.ShaderMaterial({
+		uniforms: initialSpectrumUniforms,
+		vertexShader: fullscreeenVertexShader.vertexShader,
+		fragmentShader:initialSpectrumShader.fragmentShader
+	});
+	this.materialInitialSpectrum.uniforms.u_wind = { type: "v2", value: null };
+	this.materialInitialSpectrum.uniforms.u_resolution = { type: "f", value: this.resolution };
+	this.materialInitialSpectrum.depthTest = false;
+	
+	// 4 - Phases used to animate heightmap
+	var phaseShader = THREE.ShaderLib["ocean_phase"];
+	var phaseUniforms = THREE.UniformsUtils.clone(phaseShader.uniforms);
+	this.materialPhase = new THREE.ShaderMaterial({
+		uniforms: phaseUniforms,
+		vertexShader: fullscreeenVertexShader.vertexShader,
+		fragmentShader: phaseShader.fragmentShader
+	});
+	this.materialPhase.uniforms.u_resolution = { type: "f", value: this.resolution };
+	this.materialPhase.depthTest = false;
+	
+	// 5 - Shader used to update spectrum
+	var spectrumShader = THREE.ShaderLib["ocean_spectrum"];
+	var spectrumUniforms = THREE.UniformsUtils.clone(spectrumShader.uniforms);
+	this.materialSpectrum = new THREE.ShaderMaterial({
+		uniforms: spectrumUniforms,
+		vertexShader: fullscreeenVertexShader.vertexShader,
+		fragmentShader: spectrumShader.fragmentShader
+	});
+	this.materialSpectrum.uniforms.u_initialSpectrum = { type: "t", value: null };
+	this.materialSpectrum.uniforms.u_resolution = { type: "f", value: this.resolution };
+	this.materialSpectrum.depthTest = false;
 
 
-    // 6 - Shader used to update spectrum normals
-    var normalShader = THREE.ShaderLib["ocean_normals"];
-    var normalUniforms = THREE.UniformsUtils.clone(normalShader.uniforms);
-    this.materialNormal = new THREE.ShaderMaterial({
-        uniforms: normalUniforms,
-        vertexShader: fullscreeenVertexShader.vertexShader,
-        fragmentShader: normalShader.fragmentShader
-    });
-    this.materialNormal.uniforms.u_displacementMap = { type: "t", value: null };
-    this.materialNormal.uniforms.u_resolution = { type: "f", value: this.resolution };
-    this.materialNormal.depthTest = false;
+	// 6 - Shader used to update spectrum normals
+	var normalShader = THREE.ShaderLib["ocean_normals"];
+	var normalUniforms = THREE.UniformsUtils.clone(normalShader.uniforms);
+	this.materialNormal = new THREE.ShaderMaterial({
+		uniforms: normalUniforms,
+		vertexShader: fullscreeenVertexShader.vertexShader,
+		fragmentShader: normalShader.fragmentShader
+	});
+	this.materialNormal.uniforms.u_displacementMap = { type: "t", value: null };
+	this.materialNormal.uniforms.u_resolution = { type: "f", value: this.resolution };
+	this.materialNormal.depthTest = false;
 
 
-    // 7 - Shader used to update normals
-    var oceanShader = THREE.ShaderLib["ocean_main"];
-    var oceanUniforms = THREE.UniformsUtils.clone(oceanShader.uniforms);
-    var oceanAttributes = THREE.UniformsUtils.clone(oceanShader.attributes);
-    this.materialOcean = new THREE.ShaderMaterial({
-        attributes: oceanAttributes,
-        uniforms: oceanUniforms,
-        vertexShader: oceanShader.vertexShader,
-        fragmentShader: oceanShader.fragmentShader
-    });
-    // this.materialOcean.wireframe = true;
-    this.materialOcean.uniforms.u_geometrySize = { type: "f", value: this.resolution };
-    this.materialOcean.uniforms.u_displacementMap = { type: "t", value: this.displacementMapFramebuffer };
-    this.materialOcean.uniforms.u_normalMap = { type: "t", value: this.normalMapFramebuffer }; 
-    this.materialOcean.uniforms.u_oceanColor = { type: "v3", value: this.oceanColor }; 
-    this.materialOcean.uniforms.u_skyColor = { type: "v3", value: this.skyColor };
-    this.materialOcean.uniforms.u_sunDirection = { type: "v3", value: new THREE.Vector3(this.sunDirectionX,this.sunDirectionY,this.sunDirectionZ )};
-    this.materialOcean.uniforms.u_exposure = { type: "f", value: this.exposure };
+	// 7 - Shader used to update normals
+	var oceanShader = THREE.ShaderLib["ocean_main"];
+	var oceanUniforms = THREE.UniformsUtils.clone(oceanShader.uniforms);
+	var oceanAttributes = THREE.UniformsUtils.clone(oceanShader.attributes);
+	this.materialOcean = new THREE.ShaderMaterial({
+		attributes: oceanAttributes,
+		uniforms: oceanUniforms,
+		vertexShader: oceanShader.vertexShader,
+		fragmentShader: oceanShader.fragmentShader
+	});
+	// this.materialOcean.wireframe = true;
+	this.materialOcean.uniforms.u_geometrySize = { type: "f", value: this.resolution };
+	this.materialOcean.uniforms.u_displacementMap = { type: "t", value: this.displacementMapFramebuffer };
+	this.materialOcean.uniforms.u_normalMap = { type: "t", value: this.normalMapFramebuffer }; 
+	this.materialOcean.uniforms.u_oceanColor = { type: "v3", value: this.oceanColor }; 
+	this.materialOcean.uniforms.u_skyColor = { type: "v3", value: this.skyColor };
+	this.materialOcean.uniforms.u_sunDirection = { type: "v3", value: new THREE.Vector3(this.sunDirectionX,this.sunDirectionY,this.sunDirectionZ )};
+	this.materialOcean.uniforms.u_exposure = { type: "f", value: this.exposure };
 
 
-    // Disable blending to prevent default premultiplied alpha values
-    this.materialOceanHorizontal.blending = 0;
-    this.materialOceanVertical.blending = 0;
-    this.materialInitialSpectrum.blending = 0;
-    this.materialPhase.blending = 0;
-    this.materialSpectrum.blending = 0;
-    this.materialNormal.blending = 0;
-    this.materialOcean.blending = 0;
+	// Disable blending to prevent default premultiplied alpha values
+	this.materialOceanHorizontal.blending = 0;
+	this.materialOceanVertical.blending = 0;
+	this.materialInitialSpectrum.blending = 0;
+	this.materialPhase.blending = 0;
+	this.materialSpectrum.blending = 0;
+	this.materialNormal.blending = 0;
+	this.materialOcean.blending = 0;
 
 
-    // Seed the simulation
-    var screenGeo = new THREE.PlaneGeometry(2, 2);
-    screenGeo.buffersNeedUpdate = true;
+	// Seed the simulation
+	var screenGeo = new THREE.PlaneGeometry(2, 2);
+	screenGeo.buffersNeedUpdate = true;
 
 
-    // Create the simulation plane
-    this.screenQuad = new THREE.Mesh(screenGeo);
-    this.scene.add(this.screenQuad);
+	// Create the simulation plane
+	this.screenQuad = new THREE.Mesh(screenGeo);
+	this.scene.add(this.screenQuad);
 
 
-    // Initialise spectrum data
-    this.generateSeedPhaseTexture();
+	// Initialise spectrum data
+	this.generateSeedPhaseTexture();
 
 
-    // Generate the ocean mesh
-    this.generateMesh();
+	// Generate the ocean mesh
+	this.generateMesh();
 };
 };
 
 
 THREE.Ocean.prototype.generateMesh = function () {
 THREE.Ocean.prototype.generateMesh = function () {
 
 
-    var geometry = new THREE.PlaneGeometry( this.geometrySize, this.geometrySize, this.geometryResolution, this.geometryResolution );
+	var geometry = new THREE.PlaneGeometry( this.geometrySize, this.geometrySize, this.geometryResolution, this.geometryResolution );
 
 
-    geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
+	geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
 
 
-    this.oceanMesh = new THREE.Mesh( geometry, this.materialOcean );
+	this.oceanMesh = new THREE.Mesh( geometry, this.materialOcean );
 };
 };
 
 
 THREE.Ocean.prototype.render = function () {
 THREE.Ocean.prototype.render = function () {
-    this.scene.overrideMaterial = null;
-    
-    if (this.changed)
-        this.renderInitialSpectrum();
-    
-    this.renderWavePhase();
-    this.renderSpectrum();
-    this.renderSpectrumFFT();
-    this.renderNormalMap();
-    this.scene.overrideMaterial = null;
+	this.scene.overrideMaterial = null;
+	
+	if (this.changed)
+		this.renderInitialSpectrum();
+	
+	this.renderWavePhase();
+	this.renderSpectrum();
+	this.renderSpectrumFFT();
+	this.renderNormalMap();
+	this.scene.overrideMaterial = null;
 };
 };
 
 
 THREE.Ocean.prototype.generateSeedPhaseTexture = function() {
 THREE.Ocean.prototype.generateSeedPhaseTexture = function() {
-    // Setup the seed texture
-    this.pingPhase = true;
-    var phaseArray = new window.Float32Array(this.resolution * this.resolution * 4);
-    for (var i = 0; i < this.resolution; i++) {
-        for (var j = 0; j < this.resolution; j++) {
-            phaseArray[i * this.resolution * 4 + j * 4] =  Math.random() * 2.0 * Math.PI;
-            phaseArray[i * this.resolution * 4 + j * 4 + 1] = 0.0;
-            phaseArray[i * this.resolution * 4 + j * 4 + 2] = 0.0;
-            phaseArray[i * this.resolution * 4 + j * 4 + 3] = 0.0;
-        }
-    }
-    
-    this.pingPhaseTexture = new THREE.DataTexture(phaseArray, this.resolution, this.resolution, THREE.RGBAFormat);
-    this.pingPhaseTexture.minFilter = THREE.NearestFilter;
-    this.pingPhaseTexture.magFilter = THREE.NearestFilter;
-    this.pingPhaseTexture.wrapS = THREE.ClampToEdgeWrapping;
-    this.pingPhaseTexture.wrapT = THREE.ClampToEdgeWrapping;
-    this.pingPhaseTexture.type = THREE.FloatType;
-    this.pingPhaseTexture.needsUpdate = true;
+	// Setup the seed texture
+	this.pingPhase = true;
+	var phaseArray = new window.Float32Array(this.resolution * this.resolution * 4);
+	for (var i = 0; i < this.resolution; i++) {
+		for (var j = 0; j < this.resolution; j++) {
+			phaseArray[i * this.resolution * 4 + j * 4] =  Math.random() * 2.0 * Math.PI;
+			phaseArray[i * this.resolution * 4 + j * 4 + 1] = 0.0;
+			phaseArray[i * this.resolution * 4 + j * 4 + 2] = 0.0;
+			phaseArray[i * this.resolution * 4 + j * 4 + 3] = 0.0;
+		}
+	}
+	
+	this.pingPhaseTexture = new THREE.DataTexture(phaseArray, this.resolution, this.resolution, THREE.RGBAFormat);
+	this.pingPhaseTexture.minFilter = THREE.NearestFilter;
+	this.pingPhaseTexture.magFilter = THREE.NearestFilter;
+	this.pingPhaseTexture.wrapS = THREE.ClampToEdgeWrapping;
+	this.pingPhaseTexture.wrapT = THREE.ClampToEdgeWrapping;
+	this.pingPhaseTexture.type = THREE.FloatType;
+	this.pingPhaseTexture.needsUpdate = true;
 };
 };
 
 
 THREE.Ocean.prototype.renderInitialSpectrum = function () {
 THREE.Ocean.prototype.renderInitialSpectrum = function () {
-    this.scene.overrideMaterial = this.materialInitialSpectrum;
-    this.materialInitialSpectrum.uniforms.u_wind.value = new THREE.Vector2(this.windX, this.windY);
-    this.materialInitialSpectrum.uniforms.u_size.value = this.size;
-    this.renderer.render(this.scene, this.oceanCamera, this.initialSpectrumFramebuffer, true);
+	this.scene.overrideMaterial = this.materialInitialSpectrum;
+	this.materialInitialSpectrum.uniforms.u_wind.value = new THREE.Vector2(this.windX, this.windY);
+	this.materialInitialSpectrum.uniforms.u_size.value = this.size;
+	this.renderer.render(this.scene, this.oceanCamera, this.initialSpectrumFramebuffer, true);
 };
 };
 
 
 THREE.Ocean.prototype.renderWavePhase = function () {
 THREE.Ocean.prototype.renderWavePhase = function () {
-    this.scene.overrideMaterial = this.materialPhase;
-    this.screenQuad.material = this.materialPhase;
-    if (this.initial) {
-        this.materialPhase.uniforms.u_phases.value = this.pingPhaseTexture;
-        this.initial = false;
-    }else {
-        this.materialPhase.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer  : this.pongPhaseFramebuffer;
-    }
-    this.materialPhase.uniforms.u_deltaTime.value = this.deltaTime;
-    this.materialPhase.uniforms.u_size.value = this.size;
-    this.renderer.render(this.scene, this.oceanCamera, this.pingPhase ? this.pongPhaseFramebuffer : this.pingPhaseFramebuffer);
-    this.pingPhase = !this.pingPhase;
+	this.scene.overrideMaterial = this.materialPhase;
+	this.screenQuad.material = this.materialPhase;
+	if (this.initial) {
+		this.materialPhase.uniforms.u_phases.value = this.pingPhaseTexture;
+		this.initial = false;
+	}else {
+		this.materialPhase.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer  : this.pongPhaseFramebuffer;
+	}
+	this.materialPhase.uniforms.u_deltaTime.value = this.deltaTime;
+	this.materialPhase.uniforms.u_size.value = this.size;
+	this.renderer.render(this.scene, this.oceanCamera, this.pingPhase ? this.pongPhaseFramebuffer : this.pingPhaseFramebuffer);
+	this.pingPhase = !this.pingPhase;
 };
 };
 
 
 THREE.Ocean.prototype.renderSpectrum = function () {
 THREE.Ocean.prototype.renderSpectrum = function () {
-    this.scene.overrideMaterial = this.materialSpectrum;
-    this.materialSpectrum.uniforms.u_initialSpectrum.value = this.initialSpectrumFramebuffer;
-    this.materialSpectrum.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer : this.pongPhaseFramebuffer;
-    this.materialSpectrum.uniforms.u_choppiness.value = this.choppiness ;
-    this.materialSpectrum.uniforms.u_size.value = this.size ;
-    this.renderer.render(this.scene, this.oceanCamera, this.spectrumFramebuffer);
+	this.scene.overrideMaterial = this.materialSpectrum;
+	this.materialSpectrum.uniforms.u_initialSpectrum.value = this.initialSpectrumFramebuffer;
+	this.materialSpectrum.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer : this.pongPhaseFramebuffer;
+	this.materialSpectrum.uniforms.u_choppiness.value = this.choppiness ;
+	this.materialSpectrum.uniforms.u_size.value = this.size ;
+	this.renderer.render(this.scene, this.oceanCamera, this.spectrumFramebuffer);
 };
 };
 
 
 THREE.Ocean.prototype.renderSpectrumFFT = function() {
 THREE.Ocean.prototype.renderSpectrumFFT = function() {
-    //GPU FFT using Stockham formulation
-    var iterations = this.log2(this.resolution);
-    
-    this.scene.overrideMaterial = this.materialOceanHorizontal;
-    var i;
-    for (i = 0; i < iterations; i++) {
-        if (i === 0) {
-            this.materialOceanHorizontal.uniforms.u_input.value = this.spectrumFramebuffer;
-            this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
-            this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
-        } 
-        else if (i % 2 === 1) {
-            this.materialOceanHorizontal.uniforms.u_input.value = this.pingTransformFramebuffer;
-            this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
-            this.renderer.render(this.scene, this.oceanCamera, this.pongTransformFramebuffer);
-        }
-        else {
-            this.materialOceanHorizontal.uniforms.u_input.value = this.pongTransformFramebuffer;
-            this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
-            this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
-        }
-    }
-    this.scene.overrideMaterial = this.materialOceanVertical;
-    for (i = iterations; i < iterations*2; i++) {
-        if (i === iterations * 2 - 1) {
-            this.materialOceanVertical.uniforms.u_input.value = (iterations % 2 === 0) ? this.pingTransformFramebuffer : this.pongTransformFramebuffer;
-            this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
-            this.renderer.render(this.scene, this.oceanCamera, this.displacementMapFramebuffer);
-        }
-        else if (i % 2 === 1) {
-            this.materialOceanVertical.uniforms.u_input.value = this.pingTransformFramebuffer;
-            this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
-            this.renderer.render(this.scene, this.oceanCamera, this.pongTransformFramebuffer);
-        }
-        else {
-            this.materialOceanVertical.uniforms.u_input.value = this.pongTransformFramebuffer;
-            this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
-            this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
-        }
-    }
+	//GPU FFT using Stockham formulation
+	var iterations = this.log2(this.resolution);
+	
+	this.scene.overrideMaterial = this.materialOceanHorizontal;
+	var i;
+	for (i = 0; i < iterations; i++) {
+		if (i === 0) {
+			this.materialOceanHorizontal.uniforms.u_input.value = this.spectrumFramebuffer;
+			this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
+			this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
+		} 
+		else if (i % 2 === 1) {
+			this.materialOceanHorizontal.uniforms.u_input.value = this.pingTransformFramebuffer;
+			this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
+			this.renderer.render(this.scene, this.oceanCamera, this.pongTransformFramebuffer);
+		}
+		else {
+			this.materialOceanHorizontal.uniforms.u_input.value = this.pongTransformFramebuffer;
+			this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
+			this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
+		}
+	}
+	this.scene.overrideMaterial = this.materialOceanVertical;
+	for (i = iterations; i < iterations*2; i++) {
+		if (i === iterations * 2 - 1) {
+			this.materialOceanVertical.uniforms.u_input.value = (iterations % 2 === 0) ? this.pingTransformFramebuffer : this.pongTransformFramebuffer;
+			this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
+			this.renderer.render(this.scene, this.oceanCamera, this.displacementMapFramebuffer);
+		}
+		else if (i % 2 === 1) {
+			this.materialOceanVertical.uniforms.u_input.value = this.pingTransformFramebuffer;
+			this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
+			this.renderer.render(this.scene, this.oceanCamera, this.pongTransformFramebuffer);
+		}
+		else {
+			this.materialOceanVertical.uniforms.u_input.value = this.pongTransformFramebuffer;
+			this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow(2, (i % (iterations)) + 1);
+			this.renderer.render(this.scene, this.oceanCamera, this.pingTransformFramebuffer);
+		}
+	}
 };
 };
 
 
 THREE.Ocean.prototype.renderNormalMap = function () {
 THREE.Ocean.prototype.renderNormalMap = function () {
-    this.scene.overrideMaterial = this.materialNormal;
-    if (this.changed) this.materialNormal.uniforms.u_size.value = this.size;
-    this.materialNormal.uniforms.u_displacementMap.value = this.displacementMapFramebuffer;
-    this.renderer.render(this.scene, this.oceanCamera, this.normalMapFramebuffer, true);
+	this.scene.overrideMaterial = this.materialNormal;
+	if (this.changed) this.materialNormal.uniforms.u_size.value = this.size;
+	this.materialNormal.uniforms.u_displacementMap.value = this.displacementMapFramebuffer;
+	this.renderer.render(this.scene, this.oceanCamera, this.normalMapFramebuffer, true);
 };
 };
 
 
 THREE.Ocean.prototype.helpers = function () {
 THREE.Ocean.prototype.helpers = function () {
-    this.log2 = function (number) {
-        return Math.log(number) / Math.log(2);
-    };
+	this.log2 = function (number) {
+		return Math.log(number) / Math.log(2);
+	};
 };
 };

+ 332 - 332
examples/js/shaders/OceanShaders.js

@@ -23,366 +23,366 @@
 
 
 
 
 THREE.ShaderLib['ocean_sim_vertex'] = {
 THREE.ShaderLib['ocean_sim_vertex'] = {
-    varying: {
-        "vUV": { type: "v2" }
-    },
-    vertexShader: [
-        'varying vec2 vUV;',
-
-        'void main (void) {',
-            'vUV = position.xy * 0.5 + 0.5;',
-            'gl_Position = vec4(position, 1.0 );',
-        '}'
-    ].join('\n')
+	varying: {
+		"vUV": { type: "v2" }
+	},
+	vertexShader: [
+		'varying vec2 vUV;',
+
+		'void main (void) {',
+			'vUV = position.xy * 0.5 + 0.5;',
+			'gl_Position = vec4(position, 1.0 );',
+		'}'
+	].join('\n')
 };
 };
 THREE.ShaderLib['ocean_subtransform'] = {
 THREE.ShaderLib['ocean_subtransform'] = {
-    uniforms: {
-        "u_input": { type: "t", value: null },
-        "u_transformSize": { type: "f", value: 512.0 },
-        "u_subtransformSize": { type: "f", value: 250.0 }
-    },
-    varying: {
-        "vUV": { type: "v2" }
-    },
-    fragmentShader: [
+	uniforms: {
+		"u_input": { type: "t", value: null },
+		"u_transformSize": { type: "f", value: 512.0 },
+		"u_subtransformSize": { type: "f", value: 250.0 }
+	},
+	varying: {
+		"vUV": { type: "v2" }
+	},
+	fragmentShader: [
 		//GPU FFT using a Stockham formulation
 		//GPU FFT using a Stockham formulation
-        'precision highp float;',
+		'precision highp float;',
 
 
 		'const float PI = 3.14159265359;',
 		'const float PI = 3.14159265359;',
 
 
 		'uniform sampler2D u_input;',
 		'uniform sampler2D u_input;',
-        'uniform float u_transformSize;',
-        'uniform float u_subtransformSize;',
+		'uniform float u_transformSize;',
+		'uniform float u_subtransformSize;',
 
 
-        'varying vec2 vUV;',
-        
+		'varying vec2 vUV;',
+		
 		'vec2 multiplyComplex (vec2 a, vec2 b) {',
 		'vec2 multiplyComplex (vec2 a, vec2 b) {',
 			'return vec2(a[0] * b[0] - a[1] * b[1], a[1] * b[0] + a[0] * b[1]);',
 			'return vec2(a[0] * b[0] - a[1] * b[1], a[1] * b[0] + a[0] * b[1]);',
 		'}',
 		'}',
 
 
 		'void main (void) {',
 		'void main (void) {',
 			'#ifdef HORIZONTAL',
 			'#ifdef HORIZONTAL',
-            'float index = vUV.x * u_transformSize - 0.5;',
-            '#else',
-            'float index = vUV.y * u_transformSize - 0.5;',
-            '#endif',
+			'float index = vUV.x * u_transformSize - 0.5;',
+			'#else',
+			'float index = vUV.y * u_transformSize - 0.5;',
+			'#endif',
 
 
-            'float evenIndex = floor(index / u_subtransformSize) * (u_subtransformSize * 0.5) + mod(index, u_subtransformSize * 0.5);',
+			'float evenIndex = floor(index / u_subtransformSize) * (u_subtransformSize * 0.5) + mod(index, u_subtransformSize * 0.5);',
 
 
-            //transform two complex sequences simultaneously
-            '#ifdef HORIZONTAL',
-            'vec4 even = texture2D(u_input, vec2(evenIndex + 0.5, gl_FragCoord.y) / u_transformSize).rgba;',
-            'vec4 odd = texture2D(u_input, vec2(evenIndex + u_transformSize * 0.5 + 0.5, gl_FragCoord.y) / u_transformSize).rgba;',
-            '#else',
-            'vec4 even = texture2D(u_input, vec2(gl_FragCoord.x, evenIndex + 0.5) / u_transformSize).rgba;',
-            'vec4 odd = texture2D(u_input, vec2(gl_FragCoord.x, evenIndex + u_transformSize * 0.5 + 0.5) / u_transformSize).rgba;',
-            '#endif',
+			//transform two complex sequences simultaneously
+			'#ifdef HORIZONTAL',
+			'vec4 even = texture2D(u_input, vec2(evenIndex + 0.5, gl_FragCoord.y) / u_transformSize).rgba;',
+			'vec4 odd = texture2D(u_input, vec2(evenIndex + u_transformSize * 0.5 + 0.5, gl_FragCoord.y) / u_transformSize).rgba;',
+			'#else',
+			'vec4 even = texture2D(u_input, vec2(gl_FragCoord.x, evenIndex + 0.5) / u_transformSize).rgba;',
+			'vec4 odd = texture2D(u_input, vec2(gl_FragCoord.x, evenIndex + u_transformSize * 0.5 + 0.5) / u_transformSize).rgba;',
+			'#endif',
 
 
-            'float twiddleArgument = -2.0 * PI * (index / u_subtransformSize);',
-            'vec2 twiddle = vec2(cos(twiddleArgument), sin(twiddleArgument));',
+			'float twiddleArgument = -2.0 * PI * (index / u_subtransformSize);',
+			'vec2 twiddle = vec2(cos(twiddleArgument), sin(twiddleArgument));',
 
 
-            'vec2 outputA = even.xy + multiplyComplex(twiddle, odd.xy);',
-            'vec2 outputB = even.zw + multiplyComplex(twiddle, odd.zw);',
+			'vec2 outputA = even.xy + multiplyComplex(twiddle, odd.xy);',
+			'vec2 outputB = even.zw + multiplyComplex(twiddle, odd.zw);',
 
 
-            'gl_FragColor = vec4(outputA, outputB);',
+			'gl_FragColor = vec4(outputA, outputB);',
 		'}'
 		'}'
-    ].join('\n')
+	].join('\n')
 };
 };
 THREE.ShaderLib['ocean_initial_spectrum'] = {
 THREE.ShaderLib['ocean_initial_spectrum'] = {
-    uniforms: {
-        "u_wind": { type: "v2", value: new THREE.Vector2(10.0, 10.0) },
-        "u_resolution": { type: "f", value: 512.0 },
-        "u_size": { type: "f", value: 250.0 },
-    },
-    fragmentShader: [
-        'precision highp float;',
-
-        'const float PI = 3.14159265359;',
-        'const float G = 9.81;',
-        'const float KM = 370.0;',
-        'const float CM = 0.23;',
-
-        'uniform vec2 u_wind;',
-        'uniform float u_resolution;',
-        'uniform float u_size;',
-        
-        'float square (float x) {',
-            'return x * x;',
-        '}',
-
-        'float omega (float k) {',
-            'return sqrt(G * k * (1.0 + square(k / KM)));',
-        '}',
-
-        'float tanh (float x) {',
-            'return (1.0 - exp(-2.0 * x)) / (1.0 + exp(-2.0 * x));',
-        '}',
-
-        'void main (void) {',
-            'vec2 coordinates = gl_FragCoord.xy - 0.5;',
-            
-            'float n = (coordinates.x < u_resolution * 0.5) ? coordinates.x : coordinates.x - u_resolution;',
-            'float m = (coordinates.y < u_resolution * 0.5) ? coordinates.y : coordinates.y - u_resolution;',
-            
-            'vec2 K = (2.0 * PI * vec2(n, m)) / u_size;',
-            'float k = length(K);',
-            
-            'float l_wind = length(u_wind);',
-
-            'float Omega = 0.84;',
-            'float kp = G * square(Omega / l_wind);',
-
-            'float c = omega(k) / k;',
-            'float cp = omega(kp) / kp;',
-
-            'float Lpm = exp(-1.25 * square(kp / k));',
-            'float gamma = 1.7;',
-            'float sigma = 0.08 * (1.0 + 4.0 * pow(Omega, -3.0));',
-            'float Gamma = exp(-square(sqrt(k / kp) - 1.0) / 2.0 * square(sigma));',
-            'float Jp = pow(gamma, Gamma);',
-            'float Fp = Lpm * Jp * exp(-Omega / sqrt(10.0) * (sqrt(k / kp) - 1.0));',
-            'float alphap = 0.006 * sqrt(Omega);',
-            'float Bl = 0.5 * alphap * cp / c * Fp;',
-
-            'float z0 = 0.000037 * square(l_wind) / G * pow(l_wind / cp, 0.9);',
-            'float uStar = 0.41 * l_wind / log(10.0 / z0);',
-            'float alpham = 0.01 * ((uStar < CM) ? (1.0 + log(uStar / CM)) : (1.0 + 3.0 * log(uStar / CM)));',
-            'float Fm = exp(-0.25 * square(k / KM - 1.0));',
-            'float Bh = 0.5 * alpham * CM / c * Fm * Lpm;',
-
-            'float a0 = log(2.0) / 4.0;',
-            'float am = 0.13 * uStar / CM;',
-            'float Delta = tanh(a0 + 4.0 * pow(c / cp, 2.5) + am * pow(CM / c, 2.5));',
-
-            'float cosPhi = dot(normalize(u_wind), normalize(K));',
-
-            'float S = (1.0 / (2.0 * PI)) * pow(k, -4.0) * (Bl + Bh) * (1.0 + Delta * (2.0 * cosPhi * cosPhi - 1.0));',
-
-            'float dk = 2.0 * PI / u_size;',
-            'float h = sqrt(S / 2.0) * dk;',
-
-            'if (K.x == 0.0 && K.y == 0.0) {',
-                'h = 0.0;', //no DC term
-            '}',
-            'gl_FragColor = vec4(h, 0.0, 0.0, 0.0);',
-        '}'
-    ].join('\n')
+	uniforms: {
+		"u_wind": { type: "v2", value: new THREE.Vector2(10.0, 10.0) },
+		"u_resolution": { type: "f", value: 512.0 },
+		"u_size": { type: "f", value: 250.0 },
+	},
+	fragmentShader: [
+		'precision highp float;',
+
+		'const float PI = 3.14159265359;',
+		'const float G = 9.81;',
+		'const float KM = 370.0;',
+		'const float CM = 0.23;',
+
+		'uniform vec2 u_wind;',
+		'uniform float u_resolution;',
+		'uniform float u_size;',
+		
+		'float square (float x) {',
+			'return x * x;',
+		'}',
+
+		'float omega (float k) {',
+			'return sqrt(G * k * (1.0 + square(k / KM)));',
+		'}',
+
+		'float tanh (float x) {',
+			'return (1.0 - exp(-2.0 * x)) / (1.0 + exp(-2.0 * x));',
+		'}',
+
+		'void main (void) {',
+			'vec2 coordinates = gl_FragCoord.xy - 0.5;',
+			
+			'float n = (coordinates.x < u_resolution * 0.5) ? coordinates.x : coordinates.x - u_resolution;',
+			'float m = (coordinates.y < u_resolution * 0.5) ? coordinates.y : coordinates.y - u_resolution;',
+			
+			'vec2 K = (2.0 * PI * vec2(n, m)) / u_size;',
+			'float k = length(K);',
+			
+			'float l_wind = length(u_wind);',
+
+			'float Omega = 0.84;',
+			'float kp = G * square(Omega / l_wind);',
+
+			'float c = omega(k) / k;',
+			'float cp = omega(kp) / kp;',
+
+			'float Lpm = exp(-1.25 * square(kp / k));',
+			'float gamma = 1.7;',
+			'float sigma = 0.08 * (1.0 + 4.0 * pow(Omega, -3.0));',
+			'float Gamma = exp(-square(sqrt(k / kp) - 1.0) / 2.0 * square(sigma));',
+			'float Jp = pow(gamma, Gamma);',
+			'float Fp = Lpm * Jp * exp(-Omega / sqrt(10.0) * (sqrt(k / kp) - 1.0));',
+			'float alphap = 0.006 * sqrt(Omega);',
+			'float Bl = 0.5 * alphap * cp / c * Fp;',
+
+			'float z0 = 0.000037 * square(l_wind) / G * pow(l_wind / cp, 0.9);',
+			'float uStar = 0.41 * l_wind / log(10.0 / z0);',
+			'float alpham = 0.01 * ((uStar < CM) ? (1.0 + log(uStar / CM)) : (1.0 + 3.0 * log(uStar / CM)));',
+			'float Fm = exp(-0.25 * square(k / KM - 1.0));',
+			'float Bh = 0.5 * alpham * CM / c * Fm * Lpm;',
+
+			'float a0 = log(2.0) / 4.0;',
+			'float am = 0.13 * uStar / CM;',
+			'float Delta = tanh(a0 + 4.0 * pow(c / cp, 2.5) + am * pow(CM / c, 2.5));',
+
+			'float cosPhi = dot(normalize(u_wind), normalize(K));',
+
+			'float S = (1.0 / (2.0 * PI)) * pow(k, -4.0) * (Bl + Bh) * (1.0 + Delta * (2.0 * cosPhi * cosPhi - 1.0));',
+
+			'float dk = 2.0 * PI / u_size;',
+			'float h = sqrt(S / 2.0) * dk;',
+
+			'if (K.x == 0.0 && K.y == 0.0) {',
+				'h = 0.0;', //no DC term
+			'}',
+			'gl_FragColor = vec4(h, 0.0, 0.0, 0.0);',
+		'}'
+	].join('\n')
 };
 };
 THREE.ShaderLib['ocean_phase'] = {
 THREE.ShaderLib['ocean_phase'] = {
-    uniforms: {
-        "u_phases": { type: "t", value: null },
-        "u_deltaTime": { type: "f", value: null },
-        "u_resolution": { type: "f", value: null },
-        "u_size": { type: "f", value: null },
-    },
-    varying: {
-        "vUV": { type: "v2" }
-    },
-    fragmentShader: [
-        'precision highp float;',
-
-        'const float PI = 3.14159265359;',
-        'const float G = 9.81;',
-        'const float KM = 370.0;',
-
-        'varying vec2 vUV;',
-
-        'uniform sampler2D u_phases;',
-        'uniform float u_deltaTime;',
-        'uniform float u_resolution;',
-        'uniform float u_size;',
-
-        'float omega (float k) {',
-            'return sqrt(G * k * (1.0 + k * k / KM * KM));',
-        '}',
-
-        'void main (void) {',
-            'float deltaTime = 1.0 / 60.0;',
-            'vec2 coordinates = gl_FragCoord.xy - 0.5;',
-            'float n = (coordinates.x < u_resolution * 0.5) ? coordinates.x : coordinates.x - u_resolution;',
-            'float m = (coordinates.y < u_resolution * 0.5) ? coordinates.y : coordinates.y - u_resolution;',
-            'vec2 waveVector = (2.0 * PI * vec2(n, m)) / u_size;',
-
-            'float phase = texture2D(u_phases, vUV).r;',
-            'float deltaPhase = omega(length(waveVector)) * u_deltaTime;',
-            'phase = mod(phase + deltaPhase, 2.0 * PI);',
-        
-            'gl_FragColor = vec4(phase, 0.0, 0.0, 0.0);',
-        '}'
-    ].join('\n')
+	uniforms: {
+		"u_phases": { type: "t", value: null },
+		"u_deltaTime": { type: "f", value: null },
+		"u_resolution": { type: "f", value: null },
+		"u_size": { type: "f", value: null },
+	},
+	varying: {
+		"vUV": { type: "v2" }
+	},
+	fragmentShader: [
+		'precision highp float;',
+
+		'const float PI = 3.14159265359;',
+		'const float G = 9.81;',
+		'const float KM = 370.0;',
+
+		'varying vec2 vUV;',
+
+		'uniform sampler2D u_phases;',
+		'uniform float u_deltaTime;',
+		'uniform float u_resolution;',
+		'uniform float u_size;',
+
+		'float omega (float k) {',
+			'return sqrt(G * k * (1.0 + k * k / KM * KM));',
+		'}',
+
+		'void main (void) {',
+			'float deltaTime = 1.0 / 60.0;',
+			'vec2 coordinates = gl_FragCoord.xy - 0.5;',
+			'float n = (coordinates.x < u_resolution * 0.5) ? coordinates.x : coordinates.x - u_resolution;',
+			'float m = (coordinates.y < u_resolution * 0.5) ? coordinates.y : coordinates.y - u_resolution;',
+			'vec2 waveVector = (2.0 * PI * vec2(n, m)) / u_size;',
+
+			'float phase = texture2D(u_phases, vUV).r;',
+			'float deltaPhase = omega(length(waveVector)) * u_deltaTime;',
+			'phase = mod(phase + deltaPhase, 2.0 * PI);',
+		
+			'gl_FragColor = vec4(phase, 0.0, 0.0, 0.0);',
+		'}'
+	].join('\n')
 };
 };
 THREE.ShaderLib['ocean_spectrum'] = {
 THREE.ShaderLib['ocean_spectrum'] = {
-    uniforms: {
-        "u_size": { type: "f", value: null },
-        "u_resolution": { type: "f", value: null },
-        "u_choppiness": { type: "f", value: null },
-        "u_phases": { type: "t", value: null },
-        "u_initialSpectrum": { type: "t", value: null },
-    },
-    varying: {
-        "vUV": { type: "v2" }
-    },
-    fragmentShader: [
-        'precision highp float;',
-
-        'const float PI = 3.14159265359;',
-        'const float G = 9.81;',
-        'const float KM = 370.0;',
-
-        'varying vec2 vUV;',
-
-        'uniform float u_size;',
-        'uniform float u_resolution;',
-        'uniform float u_choppiness;',
-        'uniform sampler2D u_phases;',
-        'uniform sampler2D u_initialSpectrum;',
-
-        'vec2 multiplyComplex (vec2 a, vec2 b) {',
-            'return vec2(a[0] * b[0] - a[1] * b[1], a[1] * b[0] + a[0] * b[1]);',
-        '}',
-
-        'vec2 multiplyByI (vec2 z) {',
-            'return vec2(-z[1], z[0]);',
-        '}',
-
-        'float omega (float k) {',
-            'return sqrt(G * k * (1.0 + k * k / KM * KM));',
-        '}',
-
-        'void main (void) {',
-            'vec2 coordinates = gl_FragCoord.xy - 0.5;',
-            'float n = (coordinates.x < u_resolution * 0.5) ? coordinates.x : coordinates.x - u_resolution;',
-            'float m = (coordinates.y < u_resolution * 0.5) ? coordinates.y : coordinates.y - u_resolution;',
-            'vec2 waveVector = (2.0 * PI * vec2(n, m)) / u_size;',
-
-            'float phase = texture2D(u_phases, vUV).r;',
-            'vec2 phaseVector = vec2(cos(phase), sin(phase));',
-
-            'vec2 h0 = texture2D(u_initialSpectrum, vUV).rg;',
-            'vec2 h0Star = texture2D(u_initialSpectrum, vec2(1.0 - vUV + 1.0 / u_resolution)).rg;',
-            'h0Star.y *= -1.0;',
-
-            'vec2 h = multiplyComplex(h0, phaseVector) + multiplyComplex(h0Star, vec2(phaseVector.x, -phaseVector.y));',
-
-            'vec2 hX = -multiplyByI(h * (waveVector.x / length(waveVector))) * u_choppiness;',
-            'vec2 hZ = -multiplyByI(h * (waveVector.y / length(waveVector))) * u_choppiness;',
-
-            //no DC term
-            'if (waveVector.x == 0.0 && waveVector.y == 0.0) {',
-                'h = vec2(0.0);',
-                'hX = vec2(0.0);',
-                'hZ = vec2(0.0);',
-            '}',
-        
-            'gl_FragColor = vec4(hX + multiplyByI(h), hZ);',
-        '}'
-    ].join('\n')
+	uniforms: {
+		"u_size": { type: "f", value: null },
+		"u_resolution": { type: "f", value: null },
+		"u_choppiness": { type: "f", value: null },
+		"u_phases": { type: "t", value: null },
+		"u_initialSpectrum": { type: "t", value: null },
+	},
+	varying: {
+		"vUV": { type: "v2" }
+	},
+	fragmentShader: [
+		'precision highp float;',
+
+		'const float PI = 3.14159265359;',
+		'const float G = 9.81;',
+		'const float KM = 370.0;',
+
+		'varying vec2 vUV;',
+
+		'uniform float u_size;',
+		'uniform float u_resolution;',
+		'uniform float u_choppiness;',
+		'uniform sampler2D u_phases;',
+		'uniform sampler2D u_initialSpectrum;',
+
+		'vec2 multiplyComplex (vec2 a, vec2 b) {',
+			'return vec2(a[0] * b[0] - a[1] * b[1], a[1] * b[0] + a[0] * b[1]);',
+		'}',
+
+		'vec2 multiplyByI (vec2 z) {',
+			'return vec2(-z[1], z[0]);',
+		'}',
+
+		'float omega (float k) {',
+			'return sqrt(G * k * (1.0 + k * k / KM * KM));',
+		'}',
+
+		'void main (void) {',
+			'vec2 coordinates = gl_FragCoord.xy - 0.5;',
+			'float n = (coordinates.x < u_resolution * 0.5) ? coordinates.x : coordinates.x - u_resolution;',
+			'float m = (coordinates.y < u_resolution * 0.5) ? coordinates.y : coordinates.y - u_resolution;',
+			'vec2 waveVector = (2.0 * PI * vec2(n, m)) / u_size;',
+
+			'float phase = texture2D(u_phases, vUV).r;',
+			'vec2 phaseVector = vec2(cos(phase), sin(phase));',
+
+			'vec2 h0 = texture2D(u_initialSpectrum, vUV).rg;',
+			'vec2 h0Star = texture2D(u_initialSpectrum, vec2(1.0 - vUV + 1.0 / u_resolution)).rg;',
+			'h0Star.y *= -1.0;',
+
+			'vec2 h = multiplyComplex(h0, phaseVector) + multiplyComplex(h0Star, vec2(phaseVector.x, -phaseVector.y));',
+
+			'vec2 hX = -multiplyByI(h * (waveVector.x / length(waveVector))) * u_choppiness;',
+			'vec2 hZ = -multiplyByI(h * (waveVector.y / length(waveVector))) * u_choppiness;',
+
+			//no DC term
+			'if (waveVector.x == 0.0 && waveVector.y == 0.0) {',
+				'h = vec2(0.0);',
+				'hX = vec2(0.0);',
+				'hZ = vec2(0.0);',
+			'}',
+		
+			'gl_FragColor = vec4(hX + multiplyByI(h), hZ);',
+		'}'
+	].join('\n')
 };
 };
 THREE.ShaderLib['ocean_normals'] = {
 THREE.ShaderLib['ocean_normals'] = {
-    uniforms: {
-        "u_displacementMap": { type: "t", value: null },
-        "u_resolution": { type: "f", value: null },
-        "u_size": { type: "f", value: null },
-    },
-    varying: {
-        "vUV": { type: "v2" }
-    },
-    fragmentShader: [
-        'precision highp float;',
-
-        'varying vec2 vUV;',
-        
-        'uniform sampler2D u_displacementMap;',
-        'uniform float u_resolution;',
-        'uniform float u_size;',
-
-        'void main (void) {',
-            'float texel = 1.0 / u_resolution;',
-            'float texelSize = u_size / u_resolution;',
-
-            'vec3 center = texture2D(u_displacementMap, vUV).rgb;',
-            'vec3 right = vec3(texelSize, 0.0, 0.0) + texture2D(u_displacementMap, vUV + vec2(texel, 0.0)).rgb - center;',
-            'vec3 left = vec3(-texelSize, 0.0, 0.0) + texture2D(u_displacementMap, vUV + vec2(-texel, 0.0)).rgb - center;',
-            'vec3 top = vec3(0.0, 0.0, -texelSize) + texture2D(u_displacementMap, vUV + vec2(0.0, -texel)).rgb - center;',
-            'vec3 bottom = vec3(0.0, 0.0, texelSize) + texture2D(u_displacementMap, vUV + vec2(0.0, texel)).rgb - center;',
-
-            'vec3 topRight = cross(right, top);',
-            'vec3 topLeft = cross(top, left);',
-            'vec3 bottomLeft = cross(left, bottom);',
-            'vec3 bottomRight = cross(bottom, right);',
-        
-            'gl_FragColor = vec4(normalize(topRight + topLeft + bottomLeft + bottomRight), 1.0);',
-        '}'
-    ].join('\n')
+	uniforms: {
+		"u_displacementMap": { type: "t", value: null },
+		"u_resolution": { type: "f", value: null },
+		"u_size": { type: "f", value: null },
+	},
+	varying: {
+		"vUV": { type: "v2" }
+	},
+	fragmentShader: [
+		'precision highp float;',
+
+		'varying vec2 vUV;',
+		
+		'uniform sampler2D u_displacementMap;',
+		'uniform float u_resolution;',
+		'uniform float u_size;',
+
+		'void main (void) {',
+			'float texel = 1.0 / u_resolution;',
+			'float texelSize = u_size / u_resolution;',
+
+			'vec3 center = texture2D(u_displacementMap, vUV).rgb;',
+			'vec3 right = vec3(texelSize, 0.0, 0.0) + texture2D(u_displacementMap, vUV + vec2(texel, 0.0)).rgb - center;',
+			'vec3 left = vec3(-texelSize, 0.0, 0.0) + texture2D(u_displacementMap, vUV + vec2(-texel, 0.0)).rgb - center;',
+			'vec3 top = vec3(0.0, 0.0, -texelSize) + texture2D(u_displacementMap, vUV + vec2(0.0, -texel)).rgb - center;',
+			'vec3 bottom = vec3(0.0, 0.0, texelSize) + texture2D(u_displacementMap, vUV + vec2(0.0, texel)).rgb - center;',
+
+			'vec3 topRight = cross(right, top);',
+			'vec3 topLeft = cross(top, left);',
+			'vec3 bottomLeft = cross(left, bottom);',
+			'vec3 bottomRight = cross(bottom, right);',
+		
+			'gl_FragColor = vec4(normalize(topRight + topLeft + bottomLeft + bottomRight), 1.0);',
+		'}'
+	].join('\n')
 };
 };
 THREE.ShaderLib['ocean_main'] = {
 THREE.ShaderLib['ocean_main'] = {
-    uniforms: {
-        "u_displacementMap": { type: "t", value: null },
-        "u_normalMap": { type: "t", value: null },
-        "u_geometrySize": { type: "f", value: null },
-        "u_size": { type: "f", value: null },
-        "u_projectionMatrix": { type: "m4", value: null },
-        "u_viewMatrix": { type: "m4", value: null },
-        "u_cameraPosition": { type: "v3", value: null },
-        "u_skyColor": { type: "v3", value: null },
-        "u_oceanColor": { type: "v3", value: null },
-        "u_sunDirection": { type: "v3", value: null },
-        "u_exposure": { type: "f", value: null },
-    },
-    varying: {
-        "vPos": { type: "v3" },
-        "vUV": { type: "v2" }
-    },
-    vertexShader: [
-        'precision highp float;',
-        
-        'varying vec3 vPos;',
-        'varying vec2 vUV;',
-
-        'uniform mat4 u_projectionMatrix;',
-        'uniform mat4 u_viewMatrix;',
-        'uniform float u_size;',
-        'uniform float u_geometrySize;',
-        'uniform sampler2D u_displacementMap;',
-
-        'void main (void) {',
-            'vec3 newPos = position + texture2D(u_displacementMap, uv).rgb * (u_geometrySize / u_size);',
-            'vPos = newPos;',
-            'vUV = uv;',
-            'gl_Position = u_projectionMatrix * u_viewMatrix * vec4(newPos, 1.0);',
-        '}'
-    ].join('\n'),
-    fragmentShader: [
-        'precision highp float;',
-
-        'varying vec3 vPos;',
-        'varying vec2 vUV;',
-
-        'uniform sampler2D u_displacementMap;',
-        'uniform sampler2D u_normalMap;',
-        'uniform vec3 u_cameraPosition;',
-        'uniform vec3 u_oceanColor;',
-        'uniform vec3 u_skyColor;',
-        'uniform vec3 u_sunDirection;',
-        'uniform float u_exposure;',
-
-        'vec3 hdr (vec3 color, float exposure) {',
-            'return 1.0 - exp(-color * exposure);',
-        '}',
-
-        'void main (void) {',
-            'vec3 normal = texture2D(u_normalMap, vUV).rgb;',
-
-            'vec3 view = normalize(u_cameraPosition - vPos);',
-            'float fresnel = 0.02 + 0.98 * pow(1.0 - dot(normal, view), 5.0);',
-            'vec3 sky = fresnel * u_skyColor;',
-
-            'float diffuse = clamp(dot(normal, normalize(u_sunDirection)), 0.0, 1.0);',
-            'vec3 water = (1.0 - fresnel) * u_oceanColor * u_skyColor * diffuse;',
-
-            'vec3 color = sky + water;',
-
-            'gl_FragColor = vec4(hdr(color, u_exposure), 1.0);',
-        '}'
-    ].join('\n')
+	uniforms: {
+		"u_displacementMap": { type: "t", value: null },
+		"u_normalMap": { type: "t", value: null },
+		"u_geometrySize": { type: "f", value: null },
+		"u_size": { type: "f", value: null },
+		"u_projectionMatrix": { type: "m4", value: null },
+		"u_viewMatrix": { type: "m4", value: null },
+		"u_cameraPosition": { type: "v3", value: null },
+		"u_skyColor": { type: "v3", value: null },
+		"u_oceanColor": { type: "v3", value: null },
+		"u_sunDirection": { type: "v3", value: null },
+		"u_exposure": { type: "f", value: null },
+	},
+	varying: {
+		"vPos": { type: "v3" },
+		"vUV": { type: "v2" }
+	},
+	vertexShader: [
+		'precision highp float;',
+		
+		'varying vec3 vPos;',
+		'varying vec2 vUV;',
+
+		'uniform mat4 u_projectionMatrix;',
+		'uniform mat4 u_viewMatrix;',
+		'uniform float u_size;',
+		'uniform float u_geometrySize;',
+		'uniform sampler2D u_displacementMap;',
+
+		'void main (void) {',
+			'vec3 newPos = position + texture2D(u_displacementMap, uv).rgb * (u_geometrySize / u_size);',
+			'vPos = newPos;',
+			'vUV = uv;',
+			'gl_Position = u_projectionMatrix * u_viewMatrix * vec4(newPos, 1.0);',
+		'}'
+	].join('\n'),
+	fragmentShader: [
+		'precision highp float;',
+
+		'varying vec3 vPos;',
+		'varying vec2 vUV;',
+
+		'uniform sampler2D u_displacementMap;',
+		'uniform sampler2D u_normalMap;',
+		'uniform vec3 u_cameraPosition;',
+		'uniform vec3 u_oceanColor;',
+		'uniform vec3 u_skyColor;',
+		'uniform vec3 u_sunDirection;',
+		'uniform float u_exposure;',
+
+		'vec3 hdr (vec3 color, float exposure) {',
+			'return 1.0 - exp(-color * exposure);',
+		'}',
+
+		'void main (void) {',
+			'vec3 normal = texture2D(u_normalMap, vUV).rgb;',
+
+			'vec3 view = normalize(u_cameraPosition - vPos);',
+			'float fresnel = 0.02 + 0.98 * pow(1.0 - dot(normal, view), 5.0);',
+			'vec3 sky = fresnel * u_skyColor;',
+
+			'float diffuse = clamp(dot(normal, normalize(u_sunDirection)), 0.0, 1.0);',
+			'vec3 water = (1.0 - fresnel) * u_oceanColor * u_skyColor * diffuse;',
+
+			'vec3 color = sky + water;',
+
+			'gl_FragColor = vec4(hdr(color, u_exposure), 1.0);',
+		'}'
+	].join('\n')
 };
 };