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Implement CFluidPlaneGPU for GPU-computed water ripples
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@@ -590,12 +590,12 @@ void CCameraManager::UpdateFog(float dt, CStateManager& mgr)
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{
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zeus::CVector2f zRange(GetCurrentCamera(mgr)->GetNearClipDistance(),
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CalculateFogDensity(mgr, water.GetPtr()));
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x3c_fog.SetFogExplicit(ERglFogMode::PerspExp, water->GetFogColor(), zRange);
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x3c_fog.SetFogExplicit(ERglFogMode::PerspExp, water->GetInsideFogColor(), zRange);
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if (mgr.GetPlayerState()->GetActiveVisor(mgr) == CPlayerState::EPlayerVisor::Thermal)
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mgr.GetCameraFilterPass(4).DisableFilter(0.f);
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else
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mgr.GetCameraFilterPass(4).SetFilter(EFilterType::Multiply, EFilterShape::Fullscreen,
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0.f, water->GetFogColor(), {});
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0.f, water->GetInsideFogColor(), {});
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}
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xa0_26_inWater = true;
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}
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