summit/frontend/node_modules/three-stdlib/objects/Water2.cjs.map

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{"version":3,"file":"Water2.cjs","sources":["../../src/objects/Water2.js"],"sourcesContent":["import {\n Clock,\n Color,\n Matrix4,\n Mesh,\n RepeatWrapping,\n ShaderMaterial,\n UniformsLib,\n UniformsUtils,\n Vector2,\n Vector4,\n} from 'three'\nimport { Reflector } from './Reflector'\nimport { Refractor } from './Refractor'\nimport { version } from '../_polyfill/constants'\n\n/**\n * References:\n *\thttp://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf\n * \thttp://graphicsrunner.blogspot.de/2010/08/water-using-flow-maps.html\n *\n */\n\nconst Water2 = /* @__PURE__ */ (() => {\n class Water2 extends Mesh {\n static WaterShader = {\n uniforms: {\n color: {\n value: null,\n },\n\n reflectivity: {\n value: 0,\n },\n\n tReflectionMap: {\n value: null,\n },\n\n tRefractionMap: {\n value: null,\n },\n\n tNormalMap0: {\n value: null,\n },\n\n tNormalMap1: {\n value: null,\n },\n\n textureMatrix: {\n value: null,\n },\n\n config: {\n value: /* @__PURE__ */ new Vector4(),\n },\n },\n\n vertexShader: /* glsl */ `\n\n\t\t#include <common>\n\t\t#include <fog_pars_vertex>\n\t\t#include <logdepthbuf_pars_vertex>\n\n\t\tuniform mat4 textureMatrix;\n\n\t\tvarying vec4 vCoord;\n\t\tvarying vec2 vUv;\n\t\tvarying vec3 vToEye;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tvCoord = textureMatrix * vec4( position, 1.0 );\n\n\t\t\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\t\t\tvToEye = cameraPosition - worldPosition.xyz;\n\n\t\t\tvec4 mvPosition = viewMatrix * worldPosition; // used in fog_vertex\n\t\t\tgl_Position = projectionMatrix * mvPosition;\n\n\t\t\t#include <logdepthbuf_vertex>\n\t\t\t#include <fog_vertex>\n\n\t\t}`,\n\n fragmentShader: /* glsl */ `\n\n\t\t#include <common>\n\t\t#include <fog_pars_fragment>\n\t\t#include <logdepthbuf_pars_fragment>\n\n\t\tuniform sampler2D tReflectionMap;\n\t\tuniform sampler2D tRefractionMap;\n\t\tuniform sampler2D tNormalMap0;\n\t\tuniform sampler2D tNormalMap1;\n\n\t\t#ifdef USE_FLOWMAP\n\t\t\tuniform sampler2D tFlowMap;\n\t\t#else\n\t\t\tuniform vec2 flowDirection;\n\t\t#endif\n\n\t\tuniform vec3 color;\n\t\tuniform float reflectivity;\n\t\tuniform vec4 config;\n\n\t\tvarying vec4 vCoord;\n\t\tvarying vec2 vUv;\n\t\tvarying vec3 vToEye;\n\n\t\tvoid main() {\n\n\t\t\t#include <logdepthbuf_fragment>\n\n\t\t\tfloat flowMapOffset0 = config.x;\n\t\t\tfloat flowMapOffset1 = config.y;\n\t\t\tfloat halfCycle = config.z;\n\t\t\tfloat scale = config.w;\n\n\t\t\tvec3 toEye = normalize( vToEye );\n\n\t\t\t// determine flow direction\n\t\t\tvec2 flow;\n\t\t\t#ifdef USE_FLOWMAP\n\t\t\t\tflow = texture2D( tFlowMap, vUv ).rg * 2.0 - 1.0;\n\t\t\t#else\n\t\t\t\tflow = flowDirection;\n\t\t\t#endif\n\t\t\tflow.x *= - 1.0;\n\n\t\t\t// sample normal maps (distort uvs with flowdata)\n\t\t\tvec4 normalColor0 = texture2D( tNormalMap0, ( vUv * scale ) + flow * flowMapOffset0 );\n\t\t\tvec4 normalColor1 = texture2D( tNormalMap1, ( vUv * scale ) + flow * flowMapOffset1 );\n\n\t\t\t// linear interpolate to get the final normal color\n\t\t\tfloat flowLerp = abs( halfCycle - flowMapOffset0 ) / halfCycle;\n\t\t\tvec4 normalColor = mix( normalColor0, normalColor1, flowLerp );\n\n\t\t\t// calculate normal vector\n\t\t\tvec3 normal = normalize( vec3( normalColor.r * 2.0 - 1.0, normalColor.b, normalColor.g * 2.0 - 1.0 ) );\n\n\t\t\t// calculate the fresnel term to blend reflection and refraction maps\n\t\t\tfloat theta = max( dot( toEye, normal ), 0.0 );\n\t\t\tfloat reflectance = reflectivity + ( 1.0 - reflectivity ) * pow( ( 1.0 - theta ), 5.0 );\n\n\t\t\t// calculate final uv coords\n\t\t\tvec3 coord = vCoord.xyz / vCoord.w;\n\t\t\tvec2 uv = coord.xy + coord.z * normal.xz * 0.05;\n\n\t\t\tvec4 reflectColor = texture2D( tReflectionMap, vec2( 1.0 - uv.x, uv.y ) );\n\t\t\tvec4 refractColor = texture2D( tRefractionMap, uv );\n\n\t\t\t// multiply water color with the m