feat: post-effects array parameters & add gfx.posteffects.set_array & make shadows opacity depending on clouds opacity
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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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