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Rename soft shadow quality project settings for easier searching
`rendering/quality/shadows` is now `rendering/quality/positional_shadow` to explicitly denote that the settings only affect positional light shadows, not directional light shadows. Shadow atlas settings now contain the word "atlas" for easier searching. Soft shadow quality settings were renamed to contain the word "filter". This makes the settings appear when searching for "filter" in the project settings dialog, like in Godot 3.x.
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@@ -491,8 +491,8 @@ public:
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SHADOW_QUALITY_MAX
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};
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virtual void shadows_quality_set(ShadowQuality p_quality) = 0;
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virtual void directional_shadow_quality_set(ShadowQuality p_quality) = 0;
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virtual void positional_soft_shadow_filter_set_quality(ShadowQuality p_quality) = 0;
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virtual void directional_soft_shadow_filter_set_quality(ShadowQuality p_quality) = 0;
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enum LightProjectorFilter {
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LIGHT_PROJECTOR_FILTER_NEAREST,
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@@ -856,8 +856,8 @@ public:
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virtual void viewport_set_sdf_oversize_and_scale(RID p_viewport, ViewportSDFOversize p_oversize, ViewportSDFScale p_scale) = 0;
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virtual void viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = true) = 0;
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virtual void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) = 0;
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virtual void viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = true) = 0;
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virtual void viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) = 0;
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enum ViewportMSAA {
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VIEWPORT_MSAA_DISABLED,
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