add 'advanced' post-effect load configuration
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@@ -366,7 +366,7 @@ void WorldRenderer::generateShadowsMap(
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glm::vec3 basePos = glm::floor(camera.position);
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shadowCamera = Camera(basePos, shadowMapSize);
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shadowCamera.near = 0.1f;
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shadowCamera.far = 800.0f;
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shadowCamera.far = 1000.0f;
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shadowCamera.perspective = false;
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shadowCamera.setAspectRatio(1.0f);
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@@ -375,7 +375,7 @@ void WorldRenderer::generateShadowsMap(
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t += 1.0f;
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}
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t = fmod(t, 0.5f);
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float sunAngle = glm::radians(90.0f - (t + 0.25f) * 360.0f);
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float sunAngle = glm::radians(90.0f - (((int)(t*1000)) / 1000.0f + 0.25f) * 360.0f);
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shadowCamera.rotate(
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sunAngle,
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glm::radians(-45.0f),
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@@ -383,7 +383,7 @@ void WorldRenderer::generateShadowsMap(
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);
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shadowCamera.updateVectors();
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shadowCamera.position -= shadowCamera.front * 200.0f;
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shadowCamera.position -= shadowCamera.front * 300.0f;
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shadowCamera.position += shadowCamera.up * 10.0f;
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shadowCamera.position += camera.front * 100.0f;
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@@ -393,7 +393,7 @@ void WorldRenderer::generateShadowsMap(
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auto min = view * glm::vec4(currentPos - (shadowCamera.right + shadowCamera.up) * (shadowMapSize * 0.5f), 1.0f);
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auto max = view * glm::vec4(currentPos + (shadowCamera.right + shadowCamera.up) * (shadowMapSize * 0.5f), 1.0f);
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shadowCamera.setProjection(glm::ortho(min.x, max.x, min.y, max.y, 0.1f, 800.0f));
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shadowCamera.setProjection(glm::ortho(min.x, max.x, min.y, max.y, 0.1f, 1000.0f));
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{
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frustumCulling->update(shadowCamera.getProjView());
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@@ -456,7 +456,7 @@ void WorldRenderer::draw(
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chunks->update();
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static int frameid = 0;
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if (shadows && frameid % 3 == 0) {
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if (shadows) {
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if (frameid % 2 == 0) {
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generateShadowsMap(camera, pctx, *shadowMap, shadowCamera, 1.0f);
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} else {
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