2022-06-25 10:06:45 +10:00
|
|
|
#version 450
|
|
|
|
|
|
|
|
/*
|
|
|
|
Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel
|
2022-08-25 12:32:58 +10:00
|
|
|
Copyright (C) 2019-2022 HyperspaceMadness - HyperspaceMadness@outlook.com
|
2022-06-25 10:06:45 +10:00
|
|
|
|
|
|
|
Incorporates much great feedback from the libretro forum, and thanks
|
|
|
|
to Hunterk who helped me get started
|
|
|
|
|
|
|
|
See more at the libretro forum
|
|
|
|
https://forums.libretro.com/t/hsm-mega-bezel-reflection-shader-feedback-and-updates
|
|
|
|
|
|
|
|
This program is free software: you can redistribute it and/or modify
|
|
|
|
it under the terms of the GNU General Public License as published by
|
|
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
|
|
(at your option) any later version.
|
|
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
|
|
|
*/
|
|
|
|
|
2022-08-25 12:32:58 +10:00
|
|
|
#include "common/globals.inc"
|
|
|
|
#include "params-0-screen-scale.inc"
|
|
|
|
#include "common/common-functions.inc"
|
2022-06-25 10:06:45 +10:00
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------------------------
|
|
|
|
// PHOSPHOR PERSISTENCE
|
|
|
|
//---------------------------------------------------------------------------------------------------
|
|
|
|
#pragma parameter HSM_PERSISTENCE_TITLE "[ PHOSPHOR PERSISTENCE ]:" 0 0 0.01 0.01
|
|
|
|
|
|
|
|
#pragma parameter HSM_PHOSPHOR_PERSISTENCE_BLEND " Amount" 0 0 100 2
|
|
|
|
#define HSM_PHOSPHOR_PERSISTENCE_BLEND global.HSM_PHOSPHOR_PERSISTENCE_BLEND / 100
|
|
|
|
|
|
|
|
#pragma parameter HSM_PHOSPHOR_PERSISTENCE_RED " Red Persistence" 50 0 100 5
|
|
|
|
#define HSM_PHOSPHOR_PERSISTENCE_RED global.HSM_PHOSPHOR_PERSISTENCE_RED / 100
|
|
|
|
|
|
|
|
#pragma parameter HSM_PHOSPHOR_PERSISTENCE_GREEN " Green Persistence" 50 0 100 5
|
|
|
|
#define HSM_PHOSPHOR_PERSISTENCE_GREEN global.HSM_PHOSPHOR_PERSISTENCE_GREEN / 100
|
|
|
|
|
|
|
|
#pragma parameter HSM_PHOSPHOR_PERSISTENCE_BLUE " Blue Persistence" 50 0 100 5
|
|
|
|
#define HSM_PHOSPHOR_PERSISTENCE_BLUE global.HSM_PHOSPHOR_PERSISTENCE_BLUE / 100
|
|
|
|
|
|
|
|
|
|
|
|
#pragma stage vertex
|
|
|
|
layout(location = 0) in vec4 Position;
|
|
|
|
layout(location = 1) in vec2 TexCoord;
|
|
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
gl_Position = global.MVP * Position;
|
|
|
|
vTexCoord = TexCoord;
|
|
|
|
}
|
|
|
|
|
|
|
|
#pragma stage fragment
|
|
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
|
|
layout(location = 0) out vec4 FragColor;
|
|
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
layout(set = 0, binding = 3) uniform sampler2D PersistencePassFeedback;
|
|
|
|
|
|
|
|
#define previous_pass_feedback PersistencePassFeedback
|
|
|
|
#define eps 1e-3
|
|
|
|
|
|
|
|
vec4 HSM_ApplyPhosphorPersistence(vec4 in_color, vec4 prev_color, vec2 in_coord)
|
|
|
|
{
|
|
|
|
if (HSM_PHOSPHOR_PERSISTENCE_RED == 0 && HSM_PHOSPHOR_PERSISTENCE_GREEN == 0 && HSM_PHOSPHOR_PERSISTENCE_BLUE == 0)
|
|
|
|
return in_color;
|
|
|
|
|
|
|
|
vec3 persistence = vec3(HSM_PHOSPHOR_PERSISTENCE_RED, HSM_PHOSPHOR_PERSISTENCE_GREEN, HSM_PHOSPHOR_PERSISTENCE_BLUE);
|
|
|
|
|
|
|
|
float delta_time_red = clamp(5 - 5 * HHLP_EasePowerIn(abs(HSM_PHOSPHOR_PERSISTENCE_RED), 2) + 0.1, 0, 1);
|
|
|
|
float delta_time_green = clamp(5 - 5 * HHLP_EasePowerIn(abs(HSM_PHOSPHOR_PERSISTENCE_GREEN), 2) + 0.1, 0, 1);
|
|
|
|
float delta_time_blue = clamp(5 - 5 * HHLP_EasePowerIn(abs(HSM_PHOSPHOR_PERSISTENCE_BLUE), 2) + 0.1, 0, 1);
|
|
|
|
|
|
|
|
prev_color.r *= pow(persistence.r, delta_time_red);
|
|
|
|
prev_color.g *= pow(persistence.g, delta_time_green);
|
|
|
|
prev_color.b *= pow(persistence.b, delta_time_blue);
|
|
|
|
|
|
|
|
prev_color *= HSM_PHOSPHOR_PERSISTENCE_BLEND;
|
|
|
|
|
|
|
|
vec4 out_color = in_color;
|
|
|
|
out_color.r = max(prev_color.r, out_color.r);
|
|
|
|
out_color.g = max(prev_color.g, out_color.g);
|
|
|
|
out_color.b = max(prev_color.b, out_color.b);
|
|
|
|
|
|
|
|
return out_color;
|
|
|
|
}
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
FragColor = texture(Source, vTexCoord);
|
|
|
|
FragColor = HSM_Linearize(FragColor, DEFAULT_SRGB_GAMMA);
|
|
|
|
|
|
|
|
vec4 prev_color = texture(previous_pass_feedback, vTexCoord);
|
|
|
|
prev_color = HSM_Linearize(prev_color, DEFAULT_SRGB_GAMMA);
|
|
|
|
|
|
|
|
// Phosphor Persistence
|
|
|
|
FragColor = HSM_ApplyPhosphorPersistence(FragColor, prev_color, vTexCoord);
|
|
|
|
|
|
|
|
// FragColor = mix(texture(previous_pass_feedback, vTexCoord), texture(Source, vTexCoord), 0.5);
|
|
|
|
FragColor = HSM_Delinearize(FragColor, DEFAULT_SRGB_GAMMA);
|
|
|
|
}
|