feat: post-effects array parameters & add gfx.posteffects.set_array & make shadows opacity depending on clouds opacity
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@@ -76,6 +76,25 @@ void Shader::uniform4f(const std::string& name, const glm::vec4& xyzw) {
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glUniform4f(getUniformLocation(name), xyzw.x, xyzw.y, xyzw.z, xyzw.w);
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}
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void Shader::uniform1v(const std::string& name, int length, const int* v) {
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glUniform1iv(getUniformLocation(name), length, v);
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}
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void Shader::uniform1v(const std::string& name, int length, const float* v) {
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glUniform1fv(getUniformLocation(name), length, v);
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}
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void Shader::uniform2v(const std::string& name, int length, const float* v) {
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glUniform2fv(getUniformLocation(name), length, v);
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}
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void Shader::uniform3v(const std::string& name, int length, const float* v) {
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glUniform3fv(getUniformLocation(name), length, v);
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}
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void Shader::uniform4v(const std::string& name, int length, const float* v) {
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glUniform4fv(getUniformLocation(name), length, v);
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}
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inline auto shader_deleter = [](GLuint* shader) {
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glDeleteShader(*shader);
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