import { Texture, Uniform, Vector2, } from '../../../src/Three'; export const 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; } };