slang-shaders/bezel/Mega_Bezel/shaders/base/output-sdr.slang

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2022-12-22 16:16:29 +11:00
#version 450
#include "../base/common/globals-and-screen-scale-params.inc"
#include "../base/common/common-functions.inc"
#include "../base/common/params-2-bezel.inc"
#include "../base/common/common-functions-bezel.inc"
//////////////////////////////////////////////////////////////////////////////////////////////////
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 6) out vec2 vTexCoord;
//////////////////////////////////////////////////////////////////////////////////////////////////
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
//////////////////////////////////////////////////////////////////////////////////////////////////
#pragma stage fragment
layout(location = 6) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 1) uniform sampler2D InfoCachePass;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D OutputPassFeedback;
#define PassFeedback OutputPassFeedback
//////////////////////////////////////////////////////////////////////////////////////////////////
void main()
{
HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
// Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area
HSM_GetBezelCoords(TUBE_DIFFUSE_COORD,
TUBE_DIFFUSE_SCALE,
TUBE_SCALE,
TUBE_DIFFUSE_ASPECT,
false,
BEZEL_OUTSIDE_SCALE,
BEZEL_OUTSIDE_COORD,
BEZEL_OUTSIDE_CURVED_COORD,
FRAME_OUTSIDE_CURVED_COORD);
if (HHLP_IsOutsideCoordSpace(BEZEL_OUTSIDE_COORD))
{
vec4 feedback_color_test = texture(PassFeedback, vec2(1, 1));
if (HSM_CACHE_GRAPHICS_ON > 0.5 && feedback_color_test.a < 0 && !CACHE_INFO_CHANGED)
{
FragColor = texture(PassFeedback, vTexCoord);
return;
}
}
FragColor = HSM_Delinearize(texture(Source, vTexCoord), DEFAULT_SRGB_GAMMA);
// If we have calculated an image then set -1 as a flag to show that we have
if (vTexCoord.x > (1 - 2 / global.OutputSize.x) && vTexCoord.y > ( 1 - 2 / global.OutputSize.y))
FragColor.a = -1;
}