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Merge pull request #16702 from looeee/convert_ocean_to_module

Add module and TS file for Ocean and OceanShader
Michael Herzog 6 years ago
parent
commit
c32a16d3c5

+ 12 - 8
examples/js/Ocean.js → examples/js/misc/Ocean.js

@@ -1,3 +1,7 @@
+/*
+	three.js Ocean
+*/
+
 THREE.Ocean = function ( renderer, camera, scene, options ) {
 
 	// flag used to trigger parameter changes
@@ -87,10 +91,10 @@ THREE.Ocean = function ( renderer, camera, scene, options ) {
 	////////////////////////////////////////
 
 	// 0 - The vertex shader used in all of the simulation steps
-	var fullscreeenVertexShader = THREE.ShaderLib[ "ocean_sim_vertex" ];
+	var fullscreeenVertexShader = THREE.OceanShaders[ "ocean_sim_vertex" ];
 
 	// 1 - Horizontal wave vertices used for FFT
-	var oceanHorizontalShader = THREE.ShaderLib[ "ocean_subtransform" ];
+	var oceanHorizontalShader = THREE.OceanShaders[ "ocean_subtransform" ];
 	var oceanHorizontalUniforms = THREE.UniformsUtils.clone( oceanHorizontalShader.uniforms );
 	this.materialOceanHorizontal = new THREE.ShaderMaterial( {
 		uniforms: oceanHorizontalUniforms,
@@ -103,7 +107,7 @@ THREE.Ocean = function ( renderer, camera, scene, options ) {
 	this.materialOceanHorizontal.depthTest = false;
 
 	// 2 - Vertical wave vertices used for FFT
-	var oceanVerticalShader = THREE.ShaderLib[ "ocean_subtransform" ];
+	var oceanVerticalShader = THREE.OceanShaders[ "ocean_subtransform" ];
 	var oceanVerticalUniforms = THREE.UniformsUtils.clone( oceanVerticalShader.uniforms );
 	this.materialOceanVertical = new THREE.ShaderMaterial( {
 		uniforms: oceanVerticalUniforms,
@@ -116,7 +120,7 @@ THREE.Ocean = function ( renderer, camera, scene, options ) {
 	this.materialOceanVertical.depthTest = false;
 
 	// 3 - Initial spectrum used to generate height map
-	var initialSpectrumShader = THREE.ShaderLib[ "ocean_initial_spectrum" ];
+	var initialSpectrumShader = THREE.OceanShaders[ "ocean_initial_spectrum" ];
 	var initialSpectrumUniforms = THREE.UniformsUtils.clone( initialSpectrumShader.uniforms );
 	this.materialInitialSpectrum = new THREE.ShaderMaterial( {
 		uniforms: initialSpectrumUniforms,
@@ -128,7 +132,7 @@ THREE.Ocean = function ( renderer, camera, scene, options ) {
 	this.materialInitialSpectrum.depthTest = false;
 
 	// 4 - Phases used to animate heightmap
-	var phaseShader = THREE.ShaderLib[ "ocean_phase" ];
+	var phaseShader = THREE.OceanShaders[ "ocean_phase" ];
 	var phaseUniforms = THREE.UniformsUtils.clone( phaseShader.uniforms );
 	this.materialPhase = new THREE.ShaderMaterial( {
 		uniforms: phaseUniforms,
@@ -139,7 +143,7 @@ THREE.Ocean = function ( renderer, camera, scene, options ) {
 	this.materialPhase.depthTest = false;
 
 	// 5 - Shader used to update spectrum
-	var spectrumShader = THREE.ShaderLib[ "ocean_spectrum" ];
+	var spectrumShader = THREE.OceanShaders[ "ocean_spectrum" ];
 	var spectrumUniforms = THREE.UniformsUtils.clone( spectrumShader.uniforms );
 	this.materialSpectrum = new THREE.ShaderMaterial( {
 		uniforms: spectrumUniforms,
@@ -151,7 +155,7 @@ THREE.Ocean = function ( renderer, camera, scene, options ) {
 	this.materialSpectrum.depthTest = false;
 
 	// 6 - Shader used to update spectrum normals
-	var normalShader = THREE.ShaderLib[ "ocean_normals" ];
+	var normalShader = THREE.OceanShaders[ "ocean_normals" ];
 	var normalUniforms = THREE.UniformsUtils.clone( normalShader.uniforms );
 	this.materialNormal = new THREE.ShaderMaterial( {
 		uniforms: normalUniforms,
@@ -163,7 +167,7 @@ THREE.Ocean = function ( renderer, camera, scene, options ) {
 	this.materialNormal.depthTest = false;
 
 	// 7 - Shader used to update normals
-	var oceanShader = THREE.ShaderLib[ "ocean_main" ];
+	var oceanShader = THREE.OceanShaders[ "ocean_main" ];
 	var oceanUniforms = THREE.UniformsUtils.clone( oceanShader.uniforms );
 	this.materialOcean = new THREE.ShaderMaterial( {
 		uniforms: oceanUniforms,

+ 10 - 9
examples/js/shaders/OceanShaders.js

@@ -1,4 +1,4 @@
-// Author: Aleksandr Albert
+/* Author: Aleksandr Albert
 // Website: www.routter.co.tt
 
 // Description: A deep water ocean shader set
@@ -20,9 +20,10 @@
 
 // -- Rendering Shader
 // [7] ocean_main               -> Vertex and Fragment shader used to create the final render
+*/
 
-
-THREE.ShaderLib[ 'ocean_sim_vertex' ] = {
+THREE.OceanShaders = {}
+THREE.OceanShaders[ 'ocean_sim_vertex' ] = {
 	vertexShader: [
 		'varying vec2 vUV;',
 
@@ -32,7 +33,7 @@ THREE.ShaderLib[ 'ocean_sim_vertex' ] = {
 		'}'
 	].join( '\n' )
 };
-THREE.ShaderLib[ 'ocean_subtransform' ] = {
+THREE.OceanShaders[ 'ocean_subtransform' ] = {
 	uniforms: {
 		"u_input": { value: null },
 		"u_transformSize": { value: 512.0 },
@@ -82,7 +83,7 @@ THREE.ShaderLib[ 'ocean_subtransform' ] = {
 		'}'
 	].join( '\n' )
 };
-THREE.ShaderLib[ 'ocean_initial_spectrum' ] = {
+THREE.OceanShaders[ 'ocean_initial_spectrum' ] = {
 	uniforms: {
 		"u_wind": { value: new THREE.Vector2( 10.0, 10.0 ) },
 		"u_resolution": { value: 512.0 },
@@ -163,7 +164,7 @@ THREE.ShaderLib[ 'ocean_initial_spectrum' ] = {
 		'}'
 	].join( '\n' )
 };
-THREE.ShaderLib[ 'ocean_phase' ] = {
+THREE.OceanShaders[ 'ocean_phase' ] = {
 	uniforms: {
 		"u_phases": { value: null },
 		"u_deltaTime": { value: null },
@@ -203,7 +204,7 @@ THREE.ShaderLib[ 'ocean_phase' ] = {
 		'}'
 	].join( '\n' )
 };
-THREE.ShaderLib[ 'ocean_spectrum' ] = {
+THREE.OceanShaders[ 'ocean_spectrum' ] = {
 	uniforms: {
 		"u_size": { value: null },
 		"u_resolution": { value: null },
@@ -267,7 +268,7 @@ THREE.ShaderLib[ 'ocean_spectrum' ] = {
 		'}'
 	].join( '\n' )
 };
-THREE.ShaderLib[ 'ocean_normals' ] = {
+THREE.OceanShaders[ 'ocean_normals' ] = {
 	uniforms: {
 		"u_displacementMap": { value: null },
 		"u_resolution": { value: null },
@@ -301,7 +302,7 @@ THREE.ShaderLib[ 'ocean_normals' ] = {
 		'}'
 	].join( '\n' )
 };
-THREE.ShaderLib[ 'ocean_main' ] = {
+THREE.OceanShaders[ 'ocean_main' ] = {
 	uniforms: {
 		"u_displacementMap": { value: null },
 		"u_normalMap": { value: null },

+ 68 - 0
examples/jsm/misc/Ocean.d.ts

@@ -0,0 +1,68 @@
+import {
+  OrthographicCamera,
+  Mesh,
+  Scene,
+  ShaderMaterial,
+  Vector3,
+  WebGLRenderer,
+  WebGLRenderTarget,
+} from '../../../src/Three';
+
+export class Ocean {
+  constructor( renderer: WebGLRenderer, camera?: OrthographicCamera, scene?: Scene, options?: object );
+
+	changed: boolean;
+	initial: boolean;
+
+	oceanCamera: OrthographicCamera
+	renderer: WebGLRenderer;
+  scene: Scene;
+
+  clearColor: number[];
+	geometryOrigin: number[];
+	sunDirectionX: number;
+	sunDirectionY: number;
+	sunDirectionZ: number;
+	oceanColor: Vector3;
+	skyColor: Vector3;
+	exposure: number;
+	geometryResolution: number;
+	geometrySize: number;
+	resolution: number;
+	floatSize: number;
+	windX: number;
+	windY: number;
+	size: number;
+  choppiness: number;
+
+  initialSpectrumFramebuffer: WebGLRenderTarget;
+	spectrumFramebuffer: WebGLRenderTarget;
+	pingPhaseFramebuffer: WebGLRenderTarget;
+	pongPhaseFramebuffer: WebGLRenderTarget;
+	pingTransformFramebuffer: WebGLRenderTarget;
+	pongTransformFramebuffer: WebGLRenderTarget;
+	displacementMapFramebuffer: WebGLRenderTarget;
+	normalMapFramebuffer: WebGLRenderTarget;
+
+  matrixNeedsUpdate: boolean;
+
+  materialOceanHorizontal: ShaderMaterial;
+  materialOceanVertical: ShaderMaterial;
+  materialInitialSpectrum: ShaderMaterial;
+  materialPhase: ShaderMaterial;
+  materialSpectrum: ShaderMaterial;
+  materialNormal: ShaderMaterial;
+  materialOcean: ShaderMaterial;
+
+  screenQuad: Mesh;
+
+  generateSeedPhaseTexture(): void;
+	generateMesh(): void;
+  render(): void;
+  renderInitialSpectrum(): void;
+  renderWavePhase(): void;
+  renderSpectrum(): void;
+  renderSpectrumFFT(): void;
+  renderNormalMap(): void;
+
+}

+ 411 - 0
examples/jsm/misc/Ocean.js

@@ -0,0 +1,411 @@
+/*
+	three.js Ocean
+*/
+
+import {
+	ClampToEdgeWrapping,
+	DataTexture,
+	FloatType,
+	HalfFloatType,
+	LinearFilter,
+	Mesh,
+	NearestFilter,
+	OrthographicCamera,
+	PlaneBufferGeometry,
+	RGBAFormat,
+	RepeatWrapping,
+	Scene,
+	ShaderMaterial,
+	UniformsUtils,
+	Vector2,
+	Vector3,
+	WebGLRenderTarget
+} from "../../../build/three.module.js";
+import { OceanShaders } from "../shaders/OceanShaders.js";
+
+var 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 OrthographicCamera(); //camera.clone();
+	this.oceanCamera.position.z = 1;
+	this.renderer = renderer;
+	this.renderer.clearColor( 0xffffff );
+
+	this.scene = new Scene();
+
+	// 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 Vector3( 0.004, 0.016, 0.047 ) );
+	this.skyColor = optionalParameter( options.SKY_COLOR, new 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 renderTargetType = optionalParameter( options.USE_HALF_FLOAT, false ) ? HalfFloatType : FloatType;
+	var LinearClampParams = {
+		minFilter: LinearFilter,
+		magFilter: LinearFilter,
+		wrapS: ClampToEdgeWrapping,
+		wrapT: ClampToEdgeWrapping,
+		format: RGBAFormat,
+		stencilBuffer: false,
+		depthBuffer: false,
+		premultiplyAlpha: false,
+		type: renderTargetType
+	};
+	var NearestClampParams = {
+		minFilter: NearestFilter,
+		magFilter: NearestFilter,
+		wrapS: ClampToEdgeWrapping,
+		wrapT: ClampToEdgeWrapping,
+		format: RGBAFormat,
+		stencilBuffer: false,
+		depthBuffer: false,
+		premultiplyAlpha: false,
+		type: renderTargetType
+	};
+	var NearestRepeatParams = {
+		minFilter: NearestFilter,
+		magFilter: NearestFilter,
+		wrapS: RepeatWrapping,
+		wrapT: RepeatWrapping,
+		format: RGBAFormat,
+		stencilBuffer: false,
+		depthBuffer: false,
+		premultiplyAlpha: false,
+		type: renderTargetType
+	};
+	this.initialSpectrumFramebuffer = new WebGLRenderTarget( this.resolution, this.resolution, NearestRepeatParams );
+	this.spectrumFramebuffer = new WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams );
+	this.pingPhaseFramebuffer = new WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams );
+	this.pongPhaseFramebuffer = new WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams );
+	this.pingTransformFramebuffer = new WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams );
+	this.pongTransformFramebuffer = new WebGLRenderTarget( this.resolution, this.resolution, NearestClampParams );
+	this.displacementMapFramebuffer = new WebGLRenderTarget( this.resolution, this.resolution, LinearClampParams );
+	this.normalMapFramebuffer = new WebGLRenderTarget( this.resolution, this.resolution, LinearClampParams );
+
+	// Define shaders and constant uniforms
+	////////////////////////////////////////
+
+	// 0 - The vertex shader used in all of the simulation steps
+	var fullscreeenVertexShader = OceanShaders[ "ocean_sim_vertex" ];
+
+	// 1 - Horizontal wave vertices used for FFT
+	var oceanHorizontalShader = OceanShaders[ "ocean_subtransform" ];
+	var oceanHorizontalUniforms = UniformsUtils.clone( oceanHorizontalShader.uniforms );
+	this.materialOceanHorizontal = new ShaderMaterial( {
+		uniforms: oceanHorizontalUniforms,
+		vertexShader: fullscreeenVertexShader.vertexShader,
+		fragmentShader: "#define HORIZONTAL \n" + oceanHorizontalShader.fragmentShader
+	} );
+	this.materialOceanHorizontal.uniforms.u_transformSize = { value: this.resolution };
+	this.materialOceanHorizontal.uniforms.u_subtransformSize = { value: null };
+	this.materialOceanHorizontal.uniforms.u_input = { value: null };
+	this.materialOceanHorizontal.depthTest = false;
+
+	// 2 - Vertical wave vertices used for FFT
+	var oceanVerticalShader = OceanShaders[ "ocean_subtransform" ];
+	var oceanVerticalUniforms = UniformsUtils.clone( oceanVerticalShader.uniforms );
+	this.materialOceanVertical = new ShaderMaterial( {
+		uniforms: oceanVerticalUniforms,
+		vertexShader: fullscreeenVertexShader.vertexShader,
+		fragmentShader: oceanVerticalShader.fragmentShader
+	} );
+	this.materialOceanVertical.uniforms.u_transformSize = { value: this.resolution };
+	this.materialOceanVertical.uniforms.u_subtransformSize = { value: null };
+	this.materialOceanVertical.uniforms.u_input = { value: null };
+	this.materialOceanVertical.depthTest = false;
+
+	// 3 - Initial spectrum used to generate height map
+	var initialSpectrumShader = OceanShaders[ "ocean_initial_spectrum" ];
+	var initialSpectrumUniforms = UniformsUtils.clone( initialSpectrumShader.uniforms );
+	this.materialInitialSpectrum = new ShaderMaterial( {
+		uniforms: initialSpectrumUniforms,
+		vertexShader: initialSpectrumShader.vertexShader,
+		fragmentShader: initialSpectrumShader.fragmentShader
+	} );
+	this.materialInitialSpectrum.uniforms.u_wind = { value: new Vector2() };
+	this.materialInitialSpectrum.uniforms.u_resolution = { value: this.resolution };
+	this.materialInitialSpectrum.depthTest = false;
+
+	// 4 - Phases used to animate heightmap
+	var phaseShader = OceanShaders[ "ocean_phase" ];
+	var phaseUniforms = UniformsUtils.clone( phaseShader.uniforms );
+	this.materialPhase = new ShaderMaterial( {
+		uniforms: phaseUniforms,
+		vertexShader: fullscreeenVertexShader.vertexShader,
+		fragmentShader: phaseShader.fragmentShader
+	} );
+	this.materialPhase.uniforms.u_resolution = { value: this.resolution };
+	this.materialPhase.depthTest = false;
+
+	// 5 - Shader used to update spectrum
+	var spectrumShader = OceanShaders[ "ocean_spectrum" ];
+	var spectrumUniforms = UniformsUtils.clone( spectrumShader.uniforms );
+	this.materialSpectrum = new ShaderMaterial( {
+		uniforms: spectrumUniforms,
+		vertexShader: fullscreeenVertexShader.vertexShader,
+		fragmentShader: spectrumShader.fragmentShader
+	} );
+	this.materialSpectrum.uniforms.u_initialSpectrum = { value: null };
+	this.materialSpectrum.uniforms.u_resolution = { value: this.resolution };
+	this.materialSpectrum.depthTest = false;
+
+	// 6 - Shader used to update spectrum normals
+	var normalShader = OceanShaders[ "ocean_normals" ];
+	var normalUniforms = UniformsUtils.clone( normalShader.uniforms );
+	this.materialNormal = new ShaderMaterial( {
+		uniforms: normalUniforms,
+		vertexShader: fullscreeenVertexShader.vertexShader,
+		fragmentShader: normalShader.fragmentShader
+	} );
+	this.materialNormal.uniforms.u_displacementMap = { value: null };
+	this.materialNormal.uniforms.u_resolution = { value: this.resolution };
+	this.materialNormal.depthTest = false;
+
+	// 7 - Shader used to update normals
+	var oceanShader = OceanShaders[ "ocean_main" ];
+	var oceanUniforms = UniformsUtils.clone( oceanShader.uniforms );
+	this.materialOcean = new ShaderMaterial( {
+		uniforms: oceanUniforms,
+		vertexShader: oceanShader.vertexShader,
+		fragmentShader: oceanShader.fragmentShader
+	} );
+	// this.materialOcean.wireframe = true;
+	this.materialOcean.uniforms.u_geometrySize = { value: this.resolution };
+	this.materialOcean.uniforms.u_displacementMap = { value: this.displacementMapFramebuffer.texture };
+	this.materialOcean.uniforms.u_normalMap = { value: this.normalMapFramebuffer.texture };
+	this.materialOcean.uniforms.u_oceanColor = { value: this.oceanColor };
+	this.materialOcean.uniforms.u_skyColor = { value: this.skyColor };
+	this.materialOcean.uniforms.u_sunDirection = { value: new Vector3( this.sunDirectionX, this.sunDirectionY, this.sunDirectionZ ) };
+	this.materialOcean.uniforms.u_exposure = { 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;
+
+	// Create the simulation plane
+	this.screenQuad = new Mesh( new PlaneBufferGeometry( 2, 2 ) );
+	this.scene.add( this.screenQuad );
+
+	// Initialise spectrum data
+	this.generateSeedPhaseTexture();
+
+	// Generate the ocean mesh
+	this.generateMesh();
+
+};
+
+Ocean.prototype.generateMesh = function () {
+
+	var geometry = new PlaneBufferGeometry( this.geometrySize, this.geometrySize, this.geometryResolution, this.geometryResolution );
+
+	geometry.rotateX( - Math.PI / 2 );
+
+	this.oceanMesh = new Mesh( geometry, this.materialOcean );
+
+};
+
+Ocean.prototype.render = function () {
+
+	var currentRenderTarget = this.renderer.getRenderTarget();
+
+	this.scene.overrideMaterial = null;
+
+	if ( this.changed )
+		this.renderInitialSpectrum();
+
+	this.renderWavePhase();
+	this.renderSpectrum();
+	this.renderSpectrumFFT();
+	this.renderNormalMap();
+	this.scene.overrideMaterial = null;
+
+	this.renderer.setRenderTarget( currentRenderTarget );
+
+};
+
+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 DataTexture( phaseArray, this.resolution, this.resolution, RGBAFormat );
+	this.pingPhaseTexture.wrapS = ClampToEdgeWrapping;
+	this.pingPhaseTexture.wrapT = ClampToEdgeWrapping;
+	this.pingPhaseTexture.type = FloatType;
+	this.pingPhaseTexture.needsUpdate = true;
+
+};
+
+Ocean.prototype.renderInitialSpectrum = function () {
+
+	this.scene.overrideMaterial = this.materialInitialSpectrum;
+	this.materialInitialSpectrum.uniforms.u_wind.value.set( this.windX, this.windY );
+	this.materialInitialSpectrum.uniforms.u_size.value = this.size;
+
+	this.renderer.setRenderTarget( this.initialSpectrumFramebuffer );
+	this.renderer.clear();
+	this.renderer.render( this.scene, this.oceanCamera );
+
+};
+
+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.texture : this.pongPhaseFramebuffer.texture;
+
+	}
+	this.materialPhase.uniforms.u_deltaTime.value = this.deltaTime;
+	this.materialPhase.uniforms.u_size.value = this.size;
+	this.renderer.setRenderTarget( this.pingPhase ? this.pongPhaseFramebuffer : this.pingPhaseFramebuffer );
+	this.renderer.render( this.scene, this.oceanCamera );
+	this.pingPhase = ! this.pingPhase;
+
+};
+
+Ocean.prototype.renderSpectrum = function () {
+
+	this.scene.overrideMaterial = this.materialSpectrum;
+	this.materialSpectrum.uniforms.u_initialSpectrum.value = this.initialSpectrumFramebuffer.texture;
+	this.materialSpectrum.uniforms.u_phases.value = this.pingPhase ? this.pingPhaseFramebuffer.texture : this.pongPhaseFramebuffer.texture;
+	this.materialSpectrum.uniforms.u_choppiness.value = this.choppiness;
+	this.materialSpectrum.uniforms.u_size.value = this.size;
+
+	this.renderer.setRenderTarget( this.spectrumFramebuffer );
+	this.renderer.render( this.scene, this.oceanCamera );
+
+};
+
+Ocean.prototype.renderSpectrumFFT = function () {
+
+	// GPU FFT using Stockham formulation
+	var iterations = Math.log( this.resolution ) / Math.log( 2 ); // log2
+
+	this.scene.overrideMaterial = this.materialOceanHorizontal;
+
+	for ( var i = 0; i < iterations; i ++ ) {
+
+		if ( i === 0 ) {
+
+			this.materialOceanHorizontal.uniforms.u_input.value = this.spectrumFramebuffer.texture;
+			this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
+
+			this.renderer.setRenderTarget( this.pingTransformFramebuffer );
+			this.renderer.render( this.scene, this.oceanCamera );
+
+		} else if ( i % 2 === 1 ) {
+
+			this.materialOceanHorizontal.uniforms.u_input.value = this.pingTransformFramebuffer.texture;
+			this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
+
+			this.renderer.setRenderTarget( this.pongTransformFramebuffer );
+			this.renderer.render( this.scene, this.oceanCamera );
+
+		} else {
+
+			this.materialOceanHorizontal.uniforms.u_input.value = this.pongTransformFramebuffer.texture;
+			this.materialOceanHorizontal.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
+
+			this.renderer.setRenderTarget( this.pingTransformFramebuffer );
+			this.renderer.render( this.scene, this.oceanCamera );
+
+		}
+
+	}
+	this.scene.overrideMaterial = this.materialOceanVertical;
+	for ( var i = iterations; i < iterations * 2; i ++ ) {
+
+		if ( i === iterations * 2 - 1 ) {
+
+			this.materialOceanVertical.uniforms.u_input.value = ( iterations % 2 === 0 ) ? this.pingTransformFramebuffer.texture : this.pongTransformFramebuffer.texture;
+			this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
+
+			this.renderer.setRenderTarget( this.displacementMapFramebuffer );
+			this.renderer.render( this.scene, this.oceanCamera );
+
+		} else if ( i % 2 === 1 ) {
+
+			this.materialOceanVertical.uniforms.u_input.value = this.pingTransformFramebuffer.texture;
+			this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
+
+			this.renderer.setRenderTarget( this.pongTransformFramebuffer );
+			this.renderer.render( this.scene, this.oceanCamera );
+
+		} else {
+
+			this.materialOceanVertical.uniforms.u_input.value = this.pongTransformFramebuffer.texture;
+			this.materialOceanVertical.uniforms.u_subtransformSize.value = Math.pow( 2, ( i % ( iterations ) ) + 1 );
+
+			this.renderer.setRenderTarget( this.pingTransformFramebuffer );
+			this.renderer.render( this.scene, this.oceanCamera );
+
+		}
+
+	}
+
+};
+
+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.texture;
+
+	this.renderer.setRenderTarget( this.normalMapFramebuffer );
+	this.renderer.clear();
+	this.renderer.render( this.scene, this.oceanCamera );
+
+};
+
+export { Ocean };

+ 75 - 0
examples/jsm/shaders/OceanShaders.d.ts

@@ -0,0 +1,75 @@
+import {
+  Texture,
+  Uniform,
+  Vector2,
+} from '../../../src/Three';
+
+export interface OceanShaders {
+
+  ocean_sim_vertex: {
+    vertexShader: string;
+  }
+  ocean_subtransform: {
+    uniforms: {
+      u_input: Uniform,
+      u_transformSize: Uniform,
+      u_subtransformSize: Uniform,
+    },
+    fragmentShader: string;
+  }
+  ocean_initial_spectrum: {
+    uniforms: {
+      u_wind: Uniform,
+      u_resolution: Uniform,
+      u_size: Uniform,
+    },
+    vertexShader: string;
+    fragmentShader: string;
+  }
+  ocean_phase: {
+    uniforms: {
+      u_phases: Uniform,
+      u_deltaTime: Uniform,
+      u_resolution: Uniform,
+      u_size: Uniform,
+    },
+    vertexShader: string;
+    fragmentShader: string;
+  }
+  ocean_spectrum: {
+    uniforms: {
+      u_size: Uniform,
+      u_resolution: Uniform,
+      u_choppiness: Uniform,
+      u_phases: Uniform,
+      u_initialSpectrum: Uniform,
+    },
+    fragmentShader: string;
+  }
+  ocean_normals: {
+    uniforms: {
+      u_displacementMap: Uniform,
+      u_resolution: Uniform,
+      u_size: Uniform,
+    },
+    fragmentShader: string;
+  }
+  ocean_main: {
+    uniforms: {
+      u_displacementMap: Uniform,
+      u_normalMap: Uniform,
+      u_geometrySize: Uniform,
+      u_size: Uniform,
+      u_projectionMatrix: Uniform,
+      u_viewMatrix: Uniform,
+      u_cameraPosition: Uniform,
+      u_skyColor: Uniform,
+      u_oceanColor: Uniform,
+      u_sunDirection: Uniform,
+      u_exposure: Uniform,
+    },
+    vertexShader: string;
+    fragmentShader: string;
+  }
+
+}

+ 377 - 0
examples/jsm/shaders/OceanShaders.js

@@ -0,0 +1,377 @@
+/* Author: Aleksandr Albert
+// Website: www.routter.co.tt
+
+// Description: A deep water ocean shader set
+// based on an implementation of a Tessendorf Waves
+// originally presented by David Li ( www.david.li/waves )
+
+// The general method is to apply shaders to simulation Framebuffers
+// and then sample these framebuffers when rendering the ocean mesh
+
+// The set uses 7 shaders:
+
+// -- Simulation shaders
+// [1] ocean_sim_vertex         -> Vertex shader used to set up a 2x2 simulation plane centered at (0,0)
+// [2] ocean_subtransform       -> Fragment shader used to subtransform the mesh (generates the displacement map)
+// [3] ocean_initial_spectrum   -> Fragment shader used to set intitial wave frequency at a texel coordinate
+// [4] ocean_phase              -> Fragment shader used to set wave phase at a texel coordinate
+// [5] ocean_spectrum           -> Fragment shader used to set current wave frequency at a texel coordinate
+// [6] ocean_normal             -> Fragment shader used to set face normals at a texel coordinate
+
+// -- Rendering Shader
+// [7] ocean_main               -> Vertex and Fragment shader used to create the final render
+*/
+
+import {
+	Vector2
+} from "../../../build/three.module.js";
+
+var OceanShaders = {}
+OceanShaders[ 'ocean_sim_vertex' ] = {
+	vertexShader: [
+		'varying vec2 vUV;',
+
+		'void main (void) {',
+			'vUV = position.xy * 0.5 + 0.5;',
+			'gl_Position = vec4(position, 1.0 );',
+		'}'
+	].join( '\n' )
+};
+OceanShaders[ 'ocean_subtransform' ] = {
+	uniforms: {
+		"u_input": { value: null },
+		"u_transformSize": { value: 512.0 },
+		"u_subtransformSize": { value: 250.0 }
+	},
+	fragmentShader: [
+		//GPU FFT using a Stockham formulation
+
+		'precision highp float;',
+		'#include <common>',
+
+		'uniform sampler2D u_input;',
+		'uniform float u_transformSize;',
+		'uniform float u_subtransformSize;',
+
+		'varying vec2 vUV;',
+
+		'vec2 multiplyComplex (vec2 a, vec2 b) {',
+			'return vec2(a[0] * b[0] - a[1] * b[1], a[1] * b[0] + a[0] * b[1]);',
+		'}',
+
+		'void main (void) {',
+			'#ifdef HORIZONTAL',
+			'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);',
+
+			//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));',
+
+			'vec2 outputA = even.xy + multiplyComplex(twiddle, odd.xy);',
+			'vec2 outputB = even.zw + multiplyComplex(twiddle, odd.zw);',
+
+			'gl_FragColor = vec4(outputA, outputB);',
+		'}'
+	].join( '\n' )
+};
+OceanShaders[ 'ocean_initial_spectrum' ] = {
+	uniforms: {
+		"u_wind": { value: new Vector2( 10.0, 10.0 ) },
+		"u_resolution": { value: 512.0 },
+		"u_size": { value: 250.0 }
+	},
+	vertexShader: [
+		'void main (void) {',
+			'gl_Position = vec4(position, 1.0);',
+		'}'
+	].join( '\n' ),
+	fragmentShader: [
+		'precision highp float;',
+		'#include <common>',
+
+		'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 omega (float k) {',
+			'return sqrt(G * k * (1.0 + pow2(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 * pow2(Omega / l_wind);',
+
+			'float c = omega(k) / k;',
+			'float cp = omega(kp) / kp;',
+
+			'float Lpm = exp(-1.25 * pow2(kp / k));',
+			'float gamma = 1.7;',
+			'float sigma = 0.08 * (1.0 + 4.0 * pow(Omega, -3.0));',
+			'float Gamma = exp(-pow2(sqrt(k / kp) - 1.0) / 2.0 * pow2(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 * pow2(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 * pow2(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' )
+};
+OceanShaders[ 'ocean_phase' ] = {
+	uniforms: {
+		"u_phases": { value: null },
+		"u_deltaTime": { value: null },
+		"u_resolution": { value: null },
+		"u_size": { value: null }
+	},
+	fragmentShader: [
+		'precision highp float;',
+		'#include <common>',
+
+		'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' )
+};
+OceanShaders[ 'ocean_spectrum' ] = {
+	uniforms: {
+		"u_size": { value: null },
+		"u_resolution": { value: null },
+		"u_choppiness": { value: null },
+		"u_phases": { value: null },
+		"u_initialSpectrum": { value: null }
+	},
+	fragmentShader: [
+		'precision highp float;',
+		'#include <common>',
+
+		'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' )
+};
+OceanShaders[ 'ocean_normals' ] = {
+	uniforms: {
+		"u_displacementMap": { value: null },
+		"u_resolution": { value: null },
+		"u_size": { value: null }
+	},
+	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' )
+};
+OceanShaders[ 'ocean_main' ] = {
+	uniforms: {
+		"u_displacementMap": { value: null },
+		"u_normalMap": { value: null },
+		"u_geometrySize": { value: null },
+		"u_size": { value: null },
+		"u_projectionMatrix": { value: null },
+		"u_viewMatrix": { value: null },
+		"u_cameraPosition": { value: null },
+		"u_skyColor": { value: null },
+		"u_oceanColor": { value: null },
+		"u_sunDirection": { value: null },
+		"u_exposure": { value: null }
+	},
+	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' )
+};
+
+export { OceanShaders };

+ 1 - 1
examples/webgl_shaders_ocean2.html

@@ -17,7 +17,7 @@
 		<script src="js/libs/dat.gui.min.js"></script>
 		<script src="js/controls/OrbitControls.js"></script>
 		<script src="js/shaders/OceanShaders.js"></script>
-		<script src="js/Ocean.js"></script>
+		<script src="js/misc/Ocean.js"></script>
 
 		<script>
 			var stats = new Stats();

+ 3 - 0
utils/modularize.js

@@ -101,6 +101,8 @@ var files = [
 	{ path: 'math/Lut.js', dependencies: [], ignoreList: [] },
 	{ path: 'math/SimplexNoise.js', dependencies: [], ignoreList: [] },
 
+	{ path: 'misc/Ocean.js', dependencies: [ { name: 'OceanShaders', path: 'shaders/OceanShaders.js' } ], ignoreList: [] },
+
 	{ path: 'modifiers/ExplodeModifier.js', dependencies: [], ignoreList: [] },
 	{ path: 'modifiers/SimplifyModifier.js', dependencies: [], ignoreList: [] },
 	{ path: 'modifiers/SubdivisionModifier.js', dependencies: [], ignoreList: [] },
@@ -182,6 +184,7 @@ var files = [
 	{ path: 'shaders/LuminosityShader.js', dependencies: [], ignoreList: [] },
 	{ path: 'shaders/MirrorShader.js', dependencies: [], ignoreList: [] },
 	{ path: 'shaders/NormalMapShader.js', dependencies: [], ignoreList: [] },
+	{ path: 'shaders/OceanShaders.js', dependencies: [], ignoreList: [] },
 	{ path: 'shaders/ParallaxShader.js', dependencies: [], ignoreList: [] },
 	{ path: 'shaders/PixelShader.js', dependencies: [], ignoreList: [] },
 	{ path: 'shaders/RGBShiftShader.js', dependencies: [], ignoreList: [] },