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Contents
//This file is automatically rebuilt by the Cesium build process. /*global define*/ define(function() { "use strict"; return "uniform sampler2D specularMap;\n\ uniform sampler2D normalMap;\n\ uniform vec4 baseWaterColor;\n\ uniform vec4 blendColor;\n\ uniform float frequency;\n\ uniform float animationSpeed;\n\ uniform float amplitude;\n\ uniform float specularIntensity;\n\ uniform float fadeFactor;\n\ czm_material czm_getMaterial(czm_materialInput materialInput)\n\ {\n\ czm_material material = czm_getDefaultMaterial(materialInput);\n\ float time = czm_frameNumber * animationSpeed;\n\ float fade = max(1.0, (length(materialInput.positionToEyeEC) / 10000000000.0) * frequency * fadeFactor);\n\ float specularMapValue = texture2D(specularMap, materialInput.st).r;\n\ vec4 noise = czm_getWaterNoise(normalMap, materialInput.st * frequency, time, 0.0);\n\ vec3 normalTangentSpace = noise.xyz * vec3(1.0, 1.0, (1.0 / amplitude));\n\ normalTangentSpace.xy /= fade;\n\ normalTangentSpace = mix(vec3(0.0, 0.0, 50.0), normalTangentSpace, specularMapValue);\n\ normalTangentSpace = normalize(normalTangentSpace);\n\ float tsPerturbationRatio = clamp(dot(normalTangentSpace, vec3(0.0, 0.0, 1.0)), 0.0, 1.0);\n\ material.alpha = specularMapValue;\n\ material.diffuse = mix(blendColor.rgb, baseWaterColor.rgb, specularMapValue);\n\ material.diffuse += (0.1 * tsPerturbationRatio);\n\ material.normal = normalize(materialInput.tangentToEyeMatrix * normalTangentSpace);\n\ material.specular = specularIntensity;\n\ material.shininess = 10.0;\n\ return material;\n\ }\n\ "; });
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