Revision control

++ {
++ "QEN": {
++ "description": "This node creates a medium quality but fast drop shadow of the source item. It uses mipmap levels and does not require BlurHelper node.",
++ "fragmentCode": [
++ "@requires NoiseHelper",
++ "@main",
++ "{",
++ " const vec2 uv = texCoord + (1.0 - mipmapDropShadowScale) * (texCoord - 1.0);",
++ " const vec2 offset = vec2(mipmapDropShadowHorizontalOffset, mipmapDropShadowVerticalOffset);",
++ " const float lod = sqrt(mipmapDropShadowBlurAmount);",
++ " const vec3 r = mipmapDropShadowScatterAmount * lod * (hash23(fragCoord) - vec3(0.5));",
++ " const vec2 cCoord = vec2((2.0 - mipmapDropShadowScale) * uv - 0.01 * offset) + vec2(r.xy * 0.01);",
++ "#if (MIPMAP_DROP_SHADOW_QUALITY_LOW == 1)",
++ " float mipmapDropShadowAlpha = textureLod(iSource, cCoord, lod).a;",
++ "#else",
++ " // Take textures from suitable mipmap level, with offsets",
++ " const float m = (1.0 + r.z);",
++ " const float o = m * mipmapDropShadowBlurAmount / iResolution.x * 0.5;",
++ " vec2 lo1 = cCoord + vec2(o, o);",
++ " vec2 lo2 = cCoord + vec2(o, -o);",
++ " vec2 lo3 = cCoord + vec2(-o, o);",
++ " vec2 lo4 = cCoord + vec2(-o, -o);",
++ " float a = textureLod(iSource, cCoord, lod).a;",
++ " float a1 = textureLod(iSource, lo1, lod).a;",
++ " float a2 = textureLod(iSource, lo2, lod).a;",
++ " float a3 = textureLod(iSource, lo3, lod).a;",
++ " float a4 = textureLod(iSource, lo4, lod).a;",
++ " float mipmapDropShadowAlpha = (0.28 * a + 0.18 * a1 + 0.18 * a2 + 0.18 * a3 + 0.18 * a4);",
++ "#endif",
++ " float mipmapDropShadowAA = (1.0 - fragColor.a) * (1.0 - mipmapDropShadowAlpha);",
++ " fragColor = mix(mipmapDropShadowColor * mipmapDropShadowAlpha, fragColor, fragColor.a + mipmapDropShadowAA);",
++ "}"
++ ],
++ "name": "MipmapDropShadow",
++ "properties": [
++ {
++ "defaultValue": "2",
++ "description": "This property defines how much blur is applied to the shadow. By default the value is set to 2.0.",
++ "maxValue": "30",
++ "minValue": "0",
++ "name": "mipmapDropShadowBlurAmount",
++ "type": "float"
++ },
++ {
++ "defaultValue": "0",
++ "description": "This value defines the amount of scatter (randomness) in the shadow. This creates frosty looking shadow.",
++ "maxValue": "1",
++ "minValue": "0",
++ "name": "mipmapDropShadowScatterAmount",
++ "type": "float"
++ },
++ {
++ "defaultValue": "1",
++ "description": "This property defines scaling applied to the shadow. By default the value is set to 1.0 (no scaling).",
++ "maxValue": "1.1",
++ "minValue": "0.9",
++ "name": "mipmapDropShadowScale",
++ "type": "float"
++ },
++ {
++ "defaultValue": "2",
++ "description": "Defines shadow vertical offset in percentages relative to the source item.",
++ "maxValue": "10",
++ "minValue": "-10",
++ "name": "mipmapDropShadowVerticalOffset",
++ "type": "float"
++ },
++ {
++ "defaultValue": "2",
++ "description": "Defines shadow horizontal offset in percentages relative to the source item.",
++ "maxValue": "10",
++ "minValue": "-10",
++ "name": "mipmapDropShadowHorizontalOffset",
++ "type": "float"
++ },
++ {
++ "defaultValue": "0, 0, 0, 1",
++ "description": "Defines shadow color.",
++ "name": "mipmapDropShadowColor",
++ "type": "color"
++ },
++ {
++ "defaultValue": "0",
++ "description": "When this is set to 1, only a single texture lookup is used for the shadow. With this shadow blur is very fast but also quite low quality.",
++ "name": "MIPMAP_DROP_SHADOW_QUALITY_LOW",
++ "type": "define"
++ }
++ ],
++ "version": 1
++ }
++ }