lace(
				'#include <end_frag>',
				`
				#include <end_frag>
				#ifdef FRESNEL
					vec3 normal = (transposeMat4(inverseMat4(u_View)) * vec4(N,0.0)).xyz;
					normal = normalize(normal);
					if (fresnelInverse) {
						gl_FragColor.a *= pow(abs(dot(normal, vec3(0., 0., 1.))), fresnelPower );
					} else {
						gl_FragColor.a *= pow(1.0 - abs(dot(normal, vec3(0., 0., 1.))), fresnelPower );
					}
				#endif
				`
			);

			const waterGeometry = new t3d.PlaneGeometry(waterWidth, waterHeight, 100, 100);

