need to make a transparency for all waves noise deformation gradients, so it can look as a real transparent reflectorious wave of an ocean.:

<head>
<style>
body {
margin: 0;
}

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

<body>
<script>
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);
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());

function colorGradient(height) {
const deepWaterColor = new THREE.Color(0x4169E1);
const shallowWaterColor = new THREE.Color(0x003366);
const color = deepWaterColor.lerp(shallowWaterColor, Math.min(height / 5, 1));
color.lerp(new THREE.Color(0x00008B), Math.max(0, (height - 0.1) / 3));
return color;
}

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);
const material = new THREE.MeshPhongMaterial({
vertexColors: false,
side: THREE.DoubleSide,
transparent: true,
opacity: 0.8,
});
const terrain = new THREE.Mesh(geometry, material);
terrain.rotation.x = Math.PI / 2;
scene.add(terrain);
const light = new THREE.DirectionalLight(0x788B9B, 1);
light.position.set(1, 1, 1);
scene.add(light);
const ambientLight = new THREE.AmbientLight(0x008ECC);
scene.add(ambientLight);
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();
}
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(0x000000);
const cloudColorBottom = new THREE.Color(0xffffff);

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);

// Interpolate cloud color based on distance from center of sphere
const cloudColor = new THREE.Color(0xffffff);
const cloudPercent = distance / skyGeometry.parameters.radius;
cloudColor.lerpColors(cloudColorBottom, cloudColorTop, cloudPercent);

// Add randomized noise to cloud color to make it more organic
const noise = (Math.random() * 0.1) - 0.5;
cloudColor.offsetHSL(0, 0, noise);

// Apply cloud color to sky color based on randomized alpha value
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);
const sunSphere = new THREE.SphereGeometry(128, 16, 16);
const sunMaterial = new THREE.MeshBasicMaterial({
color: 0xeeffaa,
transparent: false,
opacity: 0.999,
blending: THREE.CustomBlending, // Add this line
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(0xffdd00, 1);

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

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>