this reflectiontexture isn't working, not because there's no image 404 but there's something wrong with all the params set in general for oceanic waves thats how they should look like: <!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Transparent Reflectorious Waves with Sun and Sky</title>
<style>
body {
margin: 0;
}

canvas {
display: block;
}
</style>
</head>

<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/0.152.2/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/simplex-noise/2.4.0/simplex-noise.min.js"></script>

<script>
// Set up the scene, camera, and renderer
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

// Set up the terrain geometry
const width = 500;
const height = 100;
const widthSegments = 32;
const heightSegments = 16;
const geometry = new THREE.PlaneBufferGeometry(width, height, widthSegments, heightSegments);
const positions = geometry.getAttribute("position").array;
const simplex = new SimplexNoise(Math.random());

// Create a color gradient based on the height of each vertex
function colorGradient(height) {
const deepWaterColor = new THREE.Color(0x2e3e50);
const shallowWaterColor = new THREE.Color(0x2e3e50);
const color = deepWaterColor.lerp(shallowWaterColor, Math.min(height / 5, 1));
color.lerp(new THREE.Color(0xffffff), Math.max(0, (height - 0.1) / 3));
return color;
}

// Generate the terrain mesh with vertex colors based on the color gradient
function generateTerrain(positions, scale = 0.1, elevation = 0.1) {
const colors = new Float32Array(positions.length);
geometry.setAttribute("color", new THREE.BufferAttribute(colors, 3));

for (let i = 0; i < positions.length; i += 3) {
const nx = positions[i] * scale;
const ny = positions[i + 1] * scale;
const height = (simplex.noise2D(nx, ny) + 1) * 0.1 * elevation;
positions[i + 2] = height;

const vertexColor = colorGradient(height);
colors[i] = vertexColor.r;
colors[i + 1] = vertexColor.g;
colors[i + 2] = vertexColor.b;
}

geometry.computeVertexNormals();
}

generateTerrain(positions);

// Create the material for the waves, with transparency and reflections
const reflectionTexture = new THREE.CubeTextureLoader()
.setPath("https://filterforge.com/filters/7414.jpg")
.load(["px.jpg", "nx.jpg", "py.jpg", "ny.jpg", "pz.jpg", "nz.jpg"]);

const material = new THREE.MeshPhongMaterial({
vertexColors: false,
side: THREE.DoubleSide,
transparent: true,
opacity: 0.5,
envMap: reflectionTexture,
combine: THREE.AddOperation,
reflectivity: 1.0,
});

// Create the terrain mesh and add it to the scene
const terrain = new THREE.Mesh(geometry, material);
terrain.rotation.x = Math.PI / 2;
scene.add(terrain);

// Add the sun and its light to the scene
const sunSphere = new THREE.SphereGeometry(128, 16, 16);
const sunMaterial = new THREE.MeshBasicMaterial({
color: 0xfff8c4,
transparent: false,
opacity: 0.999,
blending: THREE.CustomBlending,
blendSrc: THREE.SrcAlphaFactor,
blendDst: THREE.OneMinusSrcColorFactor,
depthTest: true,
});

const sun = new THREE.Mesh(sunSphere, sunMaterial);

function setSunPosition(dayProgress) {
const x = 0;
const y = 300 - (dayProgress * 500);
const z = -500;
sun.position.set(x, y, z);
}

const sunLight = new THREE.PointLight(0xffffcc, 1);

function addSunToScene(state) {
if (state) {
scene.add(sun);
scene.add(sunLight);
} else {
scene.remove(sun);
scene.remove(sunLight);
}
}

addSunToScene(true);

let sunVisible = true;

// Create the sky gradient with clouds and add it to the scene
const skyColor = new THREE.Color(0xffffff);

function createSkyGradient() {
const skyGeometry = new THREE.SphereBufferGeometry(250, 128, 128);
const skyMaterial = new THREE.MeshBasicMaterial({
vertexColors: true,
side: THREE.BackSide,
});

const cloudColorTop = new THREE.Color(0xffffff);
const cloudColorBottom = new THREE.Color(0xadd8e6);

const colors = [];

for (let i = 0; i < skyGeometry.attributes.position.count; i++) {
const color = new THREE.Color(0xffffff);
const point = new THREE.Vector3();

point.fromBufferAttribute(skyGeometry.attributes.position, i);

const distance = point.distanceTo(new THREE.Vector3(0, 0, 0));
const percent = distance / (skyGeometry.parameters.radius * 1.2);

color.lerpColors(skyColor, skyColor, percent);

const cloudColor = new THREE.Color(0xffffff);
const cloudPercent = distance / skyGeometry.parameters.radius;
cloudColor.lerpColors(cloudColorBottom, cloudColorTop, cloudPercent);

const noise = (Math.random() * 0.1) - 0.5;
cloudColor.offsetHSL(0, 0, noise);

const alpha = Math.random() * 0.06;
const finalColor = new THREE.Color();
finalColor.lerpColors(color, cloudColor, alpha);

colors.push(finalColor.r, finalColor.g, finalColor.b);
}

skyGeometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));

const skyMesh = new THREE.Mesh(skyGeometry, skyMaterial);
scene.add(skyMesh);

return skyMesh;
}

const sky = createSkyGradient();
scene.add(sky);

camera.position.z = 50;
camera.position.y = 5;
camera.rotation.x = -Math.PI / 10;

let clock = new THREE.Clock();

function updatePositions() {
const elapsedTime = clock.getElapsedTime();
const colors = geometry.getAttribute("color").array;

for (let i = 0; i < positions.length; i += 3) {
const nx = positions[i] * 0.1 + elapsedTime * 0.1;
const ny = positions[i + 1] * 0.1 + elapsedTime * 0.1;
const height = (simplex.noise2D(nx, ny) + 1) * 0.5 * 5;
positions[i + 2] = height;

const vertexColor = colorGradient(height);
colors[i] = vertexColor.r;
colors[i + 1] = vertexColor.g;
colors[i + 2] = vertexColor.b;
}

geometry.attributes.position.needsUpdate = true;
geometry.attributes.color.needsUpdate = true;
geometry.computeVertexNormals();
}

function updateSun() {
const elapsedTime = clock.getElapsedTime();
const dayProgress = elapsedTime % 10 / 10;
setSunPosition(dayProgress);
sunLight.position.copy(sun.position);
}

function animate() {
requestAnimationFrame(animate);
updatePositions();
updateSun();
renderer.render(scene, camera);
}

animate();
</script>
</body>

</html>