);
		waterFolder.add(water.material.uniforms, 'fresnelInverse');
		waterFolder.add(water.material.uniforms, 'fresnelPower', 0, 1, 0.001);
		waterFolder.close();

		function createWater(waterWidth, waterHeight) {
			let water_vert = t3d.ShaderLib.pbr_vert;

			water_vert = water_vert.replace(
				'#include <common_vert>',
				`
				#include <common_vert>
				uniform sampler2D water; // waterSimulation texture	// @modify
				uniform float waterWidth;
				uniform float waterHeight;
				`
			);

			water_vert =