Fixed a broken water height initialization issue that I
inadvertently caused with my previous cleanup.
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@ -71,7 +71,6 @@ public class WaterFilter extends Filter {
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private Texture2D foamTexture;
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private Texture2D causticsTexture;
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private Texture2D heightTexture;
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private Plane plane;
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private Camera reflectionCam;
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protected Ray ray = new Ray();
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private Vector3f targetLocation = new Vector3f();
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@ -90,6 +89,7 @@ public class WaterFilter extends Filter {
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private Vector3f lightDirection = new Vector3f(0, -1, 0);
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private ColorRGBA lightColor = ColorRGBA.White;
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private float waterHeight = 0.0f;
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private Plane plane = new Plane(Vector3f.UNIT_Y, waterHeight);
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private ColorRGBA waterColor = new ColorRGBA(0.0078f, 0.3176f, 0.5f, 1.0f);
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private ColorRGBA deepWaterColor = new ColorRGBA(0.0039f, 0.00196f, 0.145f, 1.0f);
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private Vector3f colorExtinction = new Vector3f(5.0f, 20.0f, 30.0f);
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