feat: post-effects array parameters & add gfx.posteffects.set_array & make shadows opacity depending on clouds opacity
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@@ -1,8 +1,7 @@
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uniform vec3 u_ssaoSamples[64];
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int kernelSize = 16;
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float radius = 0.25;
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float bias = 0.025;
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#param vec3 u_ssaoSamples[64]
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#param int u_kernelSize = 16
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#param float u_radius = 0.25
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#param float u_bias = 0.025
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vec4 effect() {
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vec2 noiseScale = u_screenSize / 4.0;
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@@ -17,9 +16,9 @@ vec4 effect() {
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mat3 tbn = mat3(tangent, bitangent, normal);
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float occlusion = 0.0;
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for (int i = 0; i < kernelSize; i++) {
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for (int i = 0; i < u_kernelSize; i++) {
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vec3 samplePos = tbn * u_ssaoSamples[i];
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samplePos = position + samplePos * radius;
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samplePos = position + samplePos * u_radius;
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vec4 offset = vec4(samplePos, 1.0);
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offset = u_projection * offset;
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@@ -27,10 +26,10 @@ vec4 effect() {
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offset.xyz = offset.xyz * 0.5 + 0.5;
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float sampleDepth = texture(u_position, offset.xy).z;
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float rangeCheck = smoothstep(0.0, 1.0, radius / abs(position.z - sampleDepth));
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occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck;
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float rangeCheck = smoothstep(0.0, 1.0, u_radius / abs(position.z - sampleDepth));
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occlusion += (sampleDepth >= samplePos.z + u_bias ? 1.0 : 0.0) * rangeCheck;
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}
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occlusion = min(1.0, 1.05 - (occlusion / kernelSize));
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occlusion = min(1.0, 1.05 - (occlusion / u_kernelSize));
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float z = -position.z * 0.02;
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z = max(0.0, 1.0 - z);
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@@ -1,10 +1,14 @@
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#ifndef SHADOWS_GLSL_
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#define SHADOWS_GLSL_
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#include <constants>
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uniform sampler2DShadow u_shadows[2];
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uniform mat4 u_shadowsMatrix[2];
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uniform float u_dayTime;
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uniform int u_shadowsRes;
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uniform float u_shadowsOpacity;
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uniform float u_shadowsSoftness;
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float calc_shadow() {
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if (!u_enableShadows) {
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@@ -12,24 +16,25 @@ 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)), 0.5); // 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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float s = pow(abs(cos(u_dayTime * PI2)), 0.25) * u_shadowsOpacity;
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vec3 normalOffset = a_realnormal * (a_distance > 64.0 ? 0.2 : 0.04);
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int shadowIdx = a_distance > 64.0 ? 1 : 0;
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vec4 mpos = u_shadowsMatrix[shadowIdx] * vec4(a_modelpos.xyz + normalOffset, 1.0);
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vec3 projCoords = mpos.xyz / mpos.w;
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projCoords = projCoords * 0.5 + 0.5;
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projCoords.z -= 0.0001;
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projCoords.z -= 0.00001;
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float shadow = 0.0;
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if (dot(a_realnormal, u_sunDir) < 0.0) {
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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vec3 offset = vec3(x, y, -(abs(x) + abs(y))) * step;
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// 5x5 kernel
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for (int y = -2; y <= 2; y++) {
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for (int x = -2; x <= 2; x++) {
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vec3 offset = vec3(x, y, -(abs(x) + abs(y)) * 0.1) * step * 2.0 * u_shadowsSoftness;
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shadow += texture(u_shadows[shadowIdx], projCoords + offset);
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}
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}
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shadow /= 9.0;
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shadow /= 25.0;
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} else {
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shadow = 0.5;
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}
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