 water_vert.replace(
				'#include <pvm_vert>',
				`
				
				vec2 uv = vec2((transformed.x + waterWidth / 2. ) / waterWidth, (-transformed.z + waterHeight / 2.) / waterHeight);

				vec4 info = texture2D(water, uv);	

				transformed.y += info.r;

				#include <pvm_vert>
				`
			);

			let water_frag = t3d.ShaderLib.pbr_frag;

			water_frag = water_frag.replace(
				'#include <normal_pars_frag>',
				`
				#ifdef FRESNEL
					uniform float fresnelPower;
					uniform bool fresnelInverse;
				#endif
				un