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@@ -39,7 +39,8 @@ THREE.ShaderLib[ 'water' ] = {
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' mirrorCoord = modelMatrix * vec4( position, 1.0 );',
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' worldPosition = mirrorCoord.xyz;',
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' mirrorCoord = textureMatrix * mirrorCoord;',
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- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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+ ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
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+ ' gl_Position = projectionMatrix * mvPosition;',
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THREE.ShaderChunk[ "fog_vertex"],
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@@ -109,8 +110,10 @@ THREE.ShaderLib[ 'water' ] = {
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' vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;',
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' vec3 albedo = mix( sunColor * diffuseLight * 0.3 + scatter, ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance );',
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' vec3 outgoingLight = albedo;',
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- THREE.ShaderChunk[ "fog_fragment" ],
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' gl_FragColor = vec4( outgoingLight, alpha );',
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+
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+ THREE.ShaderChunk[ "fog_fragment" ],
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+
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'}'
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].join( '\n' )
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