			const waterMaterial = new t3d.PBRMaterial();
			waterMaterial.defines.USE_UV1 = true;
			waterMaterial.defines.FRESNEL = true;
			waterMaterial.type = t3d.MATERIAL_TYPE.SHADER;
			waterMaterial.uniforms = {
				water: null,
				waterWidth: waterWidth,
				waterHeight: waterHeight,
				fresnelInverse: false,
				fresnelPower: 0.23
			};
			waterMaterial.side = t3d.DRAW_SIDE.DOUBLE;
			waterMaterial.diffuse.setHex(0x0088ff);
			waterMaterial.shaderName = 'dynamic_water';
			waterMaterial.vertexShader = wat