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Implement CFluidPlaneGPU for GPU-computed water ripples
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@@ -62,7 +62,7 @@ struct Water : IScriptObject
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Value<float> turbulenceAmplitudeMax;
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Value<float> turbulenceAmplitudeMin;
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Value<atVec4f> splashColor;
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Value<atVec4f> unkColor;
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Value<atVec4f> insideFogColor;
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UniqueID32 splashParticle1;
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UniqueID32 splashParticle2;
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UniqueID32 splashParticle3;
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