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7 changes: 4 additions & 3 deletions src/rendering/tsl/WaterMaterial.ts
Original file line number Diff line number Diff line change
Expand Up @@ -280,15 +280,16 @@

// IOR for physically-correct fresnel (water = 1.33)
// This replaces manual fresnel calculation entirely
material.iorNode = float(WATER_IOR);
// Note: ior is a regular property, not a node property
material.ior = WATER_IOR;

// Optional: slight specular tint for ocean water
material.specularColorNode = vec3(0.95, 0.97, 1.0);
// Specular intensity for water reflections
material.specularIntensity = 1.0;

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Property 'specularIntensity' does not exist on type 'MeshPhysicalNodeMaterial'.

// Environment map for reflections (if provided)
if (config.envMap) {
material.envMap = config.envMap;

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Property 'envMap' does not exist on type 'MeshPhysicalNodeMaterial'.
material.envMapIntensity = 0.8;

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Property 'envMapIntensity' does not exist on type 'MeshPhysicalNodeMaterial'.
}

// Opaque rendering for proper depth sorting with terrain
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