add 'advanced' post-effect load configuration
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@@ -12,7 +12,7 @@ float calc_shadow() {
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}
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float step = 1.0 / float(u_shadowsRes);
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float s = pow(abs(cos(u_dayTime * 6.283185)), 0.7); // 2*PI precomputed
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float s = pow(abs(cos(u_dayTime * 6.283185)), 0.5); // 2*PI precomputed
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vec3 normalOffset = a_realnormal * (a_distance > 128.0 ? 0.2 : 0.04);
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int shadowIdx = a_distance > 128.0 ? 1 : 0;
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