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cosmetics
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@@ -33,20 +33,20 @@ namespace OpenSim.Framework
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{
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public class WaterData
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{
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public UUID normalMap = new UUID("822ded49-9a6c-f61c-cb89-6df54f42cdf4");
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public UUID transpTexture = new UUID("2bfd3884-7e27-69b9-ba3a-3e673f680004");
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public UUID normalMap = new("822ded49-9a6c-f61c-cb89-6df54f42cdf4");
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public UUID transpTexture = new("2bfd3884-7e27-69b9-ba3a-3e673f680004");
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public float blurMultiplier = 0.04f;
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public float fresnelOffset = 0.5f;
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public float fresnelScale = 0.4f;
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public Vector3 normScale = new Vector3(2f, 2f, 2f);
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public Vector3 normScale = new(2f, 2f, 2f);
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public float scaleAbove = 0.03f;
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public float scaleBelow = 0.2f;
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public float underWaterFogMod = 0.25f;
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public Vector3 waterFogColor = new Vector3(0.0156f, 0.149f, 0.2509f);
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public Vector3 waterFogColor = new(0.0156f, 0.149f, 0.2509f);
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public float waterFogDensity = 10;
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public Vector2 wave1Dir = new Vector2(1.05f, -0.42f);
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public Vector2 wave2Dir = new Vector2(1.11f, -1.16f);
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public Vector2 wave1Dir = new(1.05f, -0.42f);
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public Vector2 wave2Dir = new(1.11f, -1.16f);
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public string Name;
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public void FromWLOSD(string name, OSD osd)
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@@ -71,23 +71,22 @@ namespace OpenSim.Framework
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public OSDMap ToWLOSD()
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{
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OSDMap map = new OSDMap();
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map["blurMultiplier"] = blurMultiplier;
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map["fresnelOffset"] = fresnelOffset;
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map["fresnelScale"] = fresnelScale;
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map["normScale"] = normScale;
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map["normalMap"] = normalMap;
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map["scaleAbove"] = scaleAbove;
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map["scaleBelow"] = scaleBelow;
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map["underWaterFogMod"] = underWaterFogMod;
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map["waterFogColor"] = new Vector4(waterFogColor.X, waterFogColor.Y, waterFogColor.Z, 1);
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map["waterFogDensity"] = waterFogDensity;
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//map["waterFogDensity"] = MathF.Pow(2.0f, waterFogDensity);
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map["wave1Dir"] = wave1Dir;
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map["wave2Dir"] = wave2Dir;
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return map;
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return new OSDMap
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{
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["blurMultiplier"] = blurMultiplier,
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["fresnelOffset"] = fresnelOffset,
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["fresnelScale"] = fresnelScale,
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["normScale"] = normScale,
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["normalMap"] = normalMap,
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["scaleAbove"] = scaleAbove,
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["scaleBelow"] = scaleBelow,
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["underWaterFogMod"] = underWaterFogMod,
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["waterFogColor"] = new Vector4(waterFogColor.X, waterFogColor.Y, waterFogColor.Z, 1),
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["waterFogDensity"] = waterFogDensity,
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//["waterFogDensity"] = MathF.Pow(2.0f, waterFogDensity),
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["wave1Dir"] = wave1Dir,
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["wave2Dir"] = wave2Dir
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};
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}
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public void FromOSD(string name, OSDMap map)
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@@ -125,24 +124,23 @@ namespace OpenSim.Framework
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public OSDMap ToOSD()
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{
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OSDMap map = new OSDMap();
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map["blur_multiplier"] = blurMultiplier;
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map["fresnel_offset"] = fresnelOffset;
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map["fresnel_scale"] = fresnelScale;
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map["normal_scale"] = normScale;
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map["normal_map"] = normalMap;
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map["scale_above"] = scaleAbove;
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map["scale_below"] = scaleBelow;
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map["underwater_fog_mod"] = underWaterFogMod;
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map["water_fog_color"] = waterFogColor;
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map["water_fog_density"] = waterFogDensity;
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map["wave1_direction"] = wave1Dir;
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map["wave2_direction"] = wave2Dir;
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map["transparent_texture"] = transpTexture;
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map["type"] ="water";
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return map;
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return new OSDMap
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{
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["blur_multiplier"] = blurMultiplier,
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["fresnel_offset"] = fresnelOffset,
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["fresnel_scale"] = fresnelScale,
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["normal_scale"] = normScale,
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["normal_map"] = normalMap,
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["scale_above"] = scaleAbove,
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["scale_below"] = scaleBelow,
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["underwater_fog_mod"] = underWaterFogMod,
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["water_fog_color"] = waterFogColor,
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["water_fog_density"] = waterFogDensity,
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["wave1_direction"] = wave1Dir,
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["wave2_direction"] = wave2Dir,
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["transparent_texture"] = transpTexture,
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["type"] = "water"
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};
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}
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public void GatherAssets(Dictionary<UUID, sbyte> uuids)
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