slang-shaders/bezel/koko-aio/shaders/final_pass.slang

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#version 450
/* This pass:
* Composes the previous passes
* Does masks, spot, bezel, vignette, background image (anything else?)
*/
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#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 vOutputCoord;
layout(location = 2) out vec2 spot_offset;
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layout(location = 3) out vec2 vFragCoord_Tated;
layout(location = 4) out float vIsRotated;
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//Curvature:
layout(location = 5) out vec2 vWarp_vexp;
layout(location = 6) out vec2 vWarp_arg2;
//Scanlines:
layout(location = 7) out float vIsInterlaced;
layout(location = 8) out float vFlickeringScanlines;
layout(location = 9) out float vScanlinePeriod;
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layout(location = 10) out float vScanlineAlternateOffset;
layout(location = 11) out float vMax_inLum;
//Vignette, spot:
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layout(location = 12) out float vIn_aspect;
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layout(location = 13) out float vDynamicSeed;
layout(location = 14) out float vBEZEL_INNER_ZOOM_adapted;
layout(location = 15) out float vVmask_gap;
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layout(location = 16) out float vFcol_Tated;
layout(location = 17) out float vDo_Tate;
layout(location = 18) out vec3 vDotMat_Grid_Color;
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#include "includes/functions.include.slang"
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#define PI_15 4.71238898038469 //pi*1.5
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void main() {
gl_Position = global.MVP * Position;
vIsRotated = float(is_rotated());
vIn_aspect = get_in_aspect();
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//Calculate vTexcoord as fractional or integer scaled?
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if ( need_NO_integer_scale() )
vTexCoord = get_scaled_coords_aspect(TexCoord,global.FinalViewportSize, vIn_aspect, bool(vIsRotated)) + vec2(0.0000);
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else
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vTexCoord = integer_scale(TexCoord, vIn_aspect, bool(vIsRotated), GAME_GEOM_INT_SCALE-1.0 ) + vec2(0.0001); //<- without the offset, SCANLINE_MIN doesn't work.
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//if (DO_GLOBAL_SHZO >0.5)
// vTexCoord = zoom(vTexCoord + vec2(-GLOBAL_OFFX, -GLOBAL_OFFY), GLOBAL_ZOOM );
//..unbranched previous
vTexCoord = (zoom(vTexCoord + vec2(-GLOBAL_OFFX, -GLOBAL_OFFY), GLOBAL_ZOOM ) * DO_GLOBAL_SHZO) +
(vTexCoord * (1-DO_GLOBAL_SHZO) );
vOutputCoord = TexCoord;
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vec2 vFragCoord = vec2( floor(vOutputCoord.x * params.OutputSize.x),
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floor(vOutputCoord.y * params.OutputSize.y));
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vDo_Tate = float(TATE+vIsRotated > 1.001);
vFragCoord_Tated = mix_step(vFragCoord.xy, vFragCoord.yx, vDo_Tate );
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vBEZEL_INNER_ZOOM_adapted = get_BEZEL_INNER_ZOOM() * DO_BEZEL;
//Precalc some Curvature/Warp values:
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vWarp_vexp = 1.0/ (1 + (vec2(GEOM_WARP_X, GEOM_WARP_Y) * 0.2)) ;
vWarp_arg2 = 1.0 - pow(vec2(0.29289321881345247559915563789515), vWarp_vexp );
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//SPOT
spot_offset = offsets_from_float(S_POSITION+420.0,40);
spot_offset = spot_offset / 10.0 + vec2(0.0,1.0);
//Help scanline code too:
if (DO_SCANLINES > 0.5) {
bool bIs_Interlaced = is_interlaced();
vIsInterlaced = float(bIs_Interlaced);
vFlickeringScanlines = float((DO_SCANLINES == 1.0) && scanline_have_to_flicker(bIs_Interlaced)) ;
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//Scanline period:
vScanlinePeriod = 1.0;
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vScanlineAlternateOffset = 0.0;
if (bIs_Interlaced) {
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if (params.FrameCount % 2 == 0.0) vScanlineAlternateOffset = PI_15;
vScanlinePeriod = 0.5;
}
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//Calculate the maximum possible brightness of the input color by taking glow,
//contrast and brightness into account. This is needed so that scanline generation
//can map the proper input range and strictly obey scanline thickness constraints.
vMax_inLum = max( 1.0, DO_CCORRECTION * apply_contrast_brightness(1.0, CONTRAST, BRIGHTNESS)) *
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max( 1.0, DO_IN_GLOW * IN_GLOW_POWER);
}
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//Generate a seed that changes over time for temporal random noise
vDynamicSeed = mod(params.FrameCount, 60.0001);
//slotmask/vmask gap size:
//Gap size in pixel for 1X to 4X mask scaling:
// vec4 GAP_SIZE_PER_SCALE = vec4(1.0, 1.0, 2.0, 2.0); <--- moved in config.inc
vec4 vgap_size_per_scale = GAP_SIZE_PER_SCALE / VMASK_DARKLINE_SCALE;
vVmask_gap = vgap_size_per_scale[int(VMASK_DARKLINE_SCALE-1)];
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vFcol_Tated = mix_step(vOutputCoord.x * params.OutputSize.x, vOutputCoord.y * params.OutputSize.y, vDo_Tate);
//Calc dotmat grid color
vDotMat_Grid_Color = vec3(DOT_M_G_BRT);
if (DO_DOT_MATRIX + DO_CCORRECTION > 1.1) {
vDotMat_Grid_Color = color_tools(vec3(DOT_M_G_BRT), kelvin2rgb(TEMPERATURE));
//Since we modify grid brightness via a specific use parameter, explicitely multiply it by that:
vDotMat_Grid_Color *= DOT_M_G_BRT ;
}
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}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 vOutputCoord;
layout(location = 2) in vec2 spot_offset;
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layout(location = 3) in vec2 vFragCoord_Tated;
layout(location = 4) in float vIsRotated;
layout(location = 5) in vec2 vWarp_vexp;
layout(location = 6) in vec2 vWarp_arg2;
layout(location = 7) in float vIsInterlaced;
layout(location = 8) in float vFlickeringScanlines;
layout(location = 9) in float vScanlinePeriod;
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layout(location = 10) in float vScanlineAlternateOffset;
layout(location = 11) in float vMax_inLum;
layout(location = 12) in float vIn_aspect;
layout(location = 13) in float vDynamicSeed;
layout(location = 14) in float vBEZEL_INNER_ZOOM_adapted;
layout(location = 15) in float vVmask_gap;
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layout(location = 16) in float vFcol_Tated;
layout(location = 17) in float vDo_Tate;
layout(location = 18) in vec3 vDotMat_Grid_Color;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D backdrop;
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layout(set = 0, binding = 2) uniform sampler2D bloom_pass_final;
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layout(set = 0, binding = 3) uniform sampler2D reflected_blurred_pass;
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layout(set = 0, binding = 4) uniform sampler2D ambi_temporal_pass;
layout(set = 0, binding = 5) uniform sampler2D avglum_pass;
layout(set = 0, binding = 6) uniform sampler2D monitor_body_straight;
layout(set = 0, binding = 7) uniform sampler2D monitor_body_curved;
layout(set = 0, binding = 8) uniform sampler2D bg_under;
layout(set = 0, binding = 9) uniform sampler2D bg_over;
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layout(set = 0, binding = 10) uniform sampler2D shift_and_bleed_pass;
layout(set = 0, binding = 11) uniform sampler2D in_glow_pass;
layout(set = 0, binding = 12) uniform sampler2D halo_pass;
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layout(set = 0, binding = 15) uniform sampler2D flick_and_noise_pass;
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#define RECT01 vec4(0.0, 0.0, 1.0, 1.0)
#define HALF_PI 1.5707963267949
#define QUARTER_PI 0.785398163397448
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#include "includes/functions.include.slang"
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vec2 vOutputCoord_adapted;
vec2 get_vOutputCoord_adapted() {
return vOutputCoord_adapted;
}
vec3 fn_pixel_nightify(vec3 color_in, float strength) {
if (strength == 0.0) return color_in;
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color_in = clamp(color_in, 0.0, 1.0);
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vec3 color_hsv_in = rgb2hsv(color_in);
strength = scale_to_range(strength, 0.0, 1.0);
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vec3 color_hsv_min = color_hsv_in;
color_hsv_min.yz = scale_to_range_vec2(color_hsv_min.yz, -0.1, 0.1);
vec3 color_rgb_min = hsv2rgb(color_hsv_min);
return mix(color_in, color_rgb_min, strength);
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}
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vec3 pixel_vmask(vec3 source, float white_reference, float over_white) {
// Simple RGB mask emulation with or without horizontal gap
float ggg = 1.0 - RGB_MASK_STRENGTH;
float ooo = max( VMASK_USE_DUMB + 1 - RGB_MASK_STRENGTH, 0.0); //<- make a dumb mask?
// RGB mask: R G B
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vec3 m1 = vec3( 1.0 , ooo , ooo ); //col 1
vec3 m2 = vec3( ooo , 1.0 , ooo ); //col 2
vec3 m3 = vec3( ooo , ooo , 1.0 ); //col 3
vec3 gap = vec3( ggg );
vec3 pixel_out;
vec3 vmasked;
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vec4 vec_mod=(vec4(3,1,2,3) + vec4(VMASK_GAP * vVmask_gap,0.0,0.0,0.0))* VMASK_DARKLINE_SCALE;
vec_mod = ceil(vec_mod);
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float mod_compare = mod(vFcol_Tated, vec_mod.x);
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if (mod_compare < vec_mod.y)
vmasked = m1;
else if (mod_compare < vec_mod.z)
vmasked = m2;
else if (mod_compare < vec_mod.w)
vmasked = m3;
else vmasked = gap;
vmasked *= source;
//Unbranched previous, worse performance.
/*
bool bm1 = (mod_compare < vec_mod.y);
bool bm2 = (mod_compare < vec_mod.z) && !bm1;
bool bm3 = (mod_compare < vec_mod.w) && !bm1 && !bm2;
bool bgap = !bm3 && !bm2 && !bm1;
vmasked = m1*float(bm1) + m2*float(bm2) + m3*float(bm3) + gap*float(bgap);
vmasked = source * vmasked;
*/
if (over_white == 1.0) pixel_out = vmasked;
else {
white_reference-= over_white;
white_reference= clamp(white_reference,0.0,1.0);
pixel_out= mix(vmasked,source,white_reference);
}
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return pixel_out;
}
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vec3 pixel_vmask_gm(vec3 source, float white_reference, float over_white) {
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// Simple RGB mask emulation with or without horizontal gap
float ggg = 1.0 - RGB_MASK_STRENGTH;
float ooo = max( VMASK_USE_DUMB + 1 - RGB_MASK_STRENGTH, 0.0); //<- make a dumb mask?
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// RGB mask: R G B
vec3 m1 = vec3( ooo , 1.0 , ooo ); //col 1
vec3 m2 = vec3( 1.0 , ooo , 1.0 ); //col 2
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vec3 gap = vec3( ggg );
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vec3 pixel_out;
vec3 vmasked;
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vec3 vec_mod=(vec3(2,1,2) + vec3(VMASK_GAP * vVmask_gap,0.0,0.0))* VMASK_DARKLINE_SCALE ;
vec_mod = ceil(vec_mod);
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float mod_compare = mod(vFcol_Tated, vec_mod.x);
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/*
if (mod_compare < vec_mod.y)
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vmasked = m1 * source;
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else if (mod_compare < vec_mod.z)
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vmasked = m2 * source;
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else
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vmasked = gap * source;
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*/
//Unbranched previous, same performance.
bool bm1 = (mod_compare < vec_mod.y);
bool bm2 = (mod_compare < vec_mod.z) && !bm1;
bool bgap = !bm2 && !bm1;
vmasked = m1*float(bm1) + m2*float(bm2) + gap*float(bgap);
vmasked = source * vmasked;
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if (over_white == 1.0) pixel_out = vmasked;
else {
white_reference-= over_white;
white_reference= clamp(white_reference,0.0,1.0);
pixel_out= mix(vmasked,source,white_reference);
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}
return pixel_out;
}
vec3 pixel_darklines(vec3 source,float darkline_every, float darkline_trans,
float do_offset, float white_reference,float over_white, vec2 coords) {
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float period_x = (3.0 - VMASK_USE_GM + VMASK_GAP * vVmask_gap) * VMASK_DARKLINE_SCALE;
float period_y = darkline_every * VMASK_DARKLINE_SCALE;
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vec2 FragCoord = vFragCoord_Tated;
if (over_white != 1.0) {
//less effect on bright colors.
darkline_trans+=(white_reference-over_white);
darkline_trans=clamp(darkline_trans,0.0,1.0);
}
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if (do_offset > 0.0) {
float column = int(floor(mod(FragCoord.x, period_x*2.0)));
if (column < period_x) FragCoord.y+=period_y/2.0;
}
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float row = int(floor(mod(FragCoord.y, period_y)));
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if (row < VMASK_DARKLINE_SCALE * vVmask_gap)
return source * darkline_trans;
else
return source;
}
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vec4 fn_pixel_dotmat(vec2 coords, vec3 pixel_in) {
//Base angle, depends on original size:
vec2 angle_base = coords * pi * params.OriginalSize.xy; //FIXME here we want .yy to make integer scaling
//Zoom to debug:
angle_base/=DOT_M_MULTIPLY;
//Set the rgb and grid sharpness:
vec3 s_rgb = vec3(DOT_M_RGB_SHARP);
float s_grid = DOT_M_G_SHARP;
//Generate bw grid:
vec2 grid = cos(angle_base);
grid = grid * grid;
grid = pow(grid, vec2(s_grid));
grid = 1 - grid;
//Generate rgb mask
vec3 mask_rgb=vec3(1.0);
if (DOT_M_RGB_STR > 0.0) {
//float wideness_k = DOT_M_RGB_WID;
float rgb_wideness = (pi/4.0); // * wideness_k;
//Generates 3 sines with 1/3 pi offset
vec3 angle_rgb = vec3( angle_base.x + rgb_wideness,
angle_base.x - pi,
angle_base.x - rgb_wideness );
mask_rgb = sin(angle_rgb);
mask_rgb *= mask_rgb;
mask_rgb = pow(mask_rgb, s_rgb);
//Adjust green gain
mask_rgb.g *= DOT_M_G_GAIN;
//Apply strength
mask_rgb=mix(vec3(1.0), mask_rgb, DOT_M_RGB_STR);
}
//Combine gridx and gridy into a single one
//float fgrid = min(grid.x, grid.y);
float fgrid = grid.x* grid.y;
//Modify strength for "paint on background" option
//Smoothly fadeout grid on background
//The fadeout size:
float fade_size = 0.3;
//We invert the smooth logic if threshold is negative. this allow to fadeout
//the grid on bright or dark backgrounds.
float lum_scaled = dot(pixel_in, vec3(0.33333));
lum_scaled = clamp(lum_scaled, 0.0, 1.0);
lum_scaled = mix_step(1-lum_scaled, lum_scaled, float(DOT_M_G_TRESH > 0.0));
float smooth_threshold = abs(DOT_M_G_TRESH);
vec2 smooth_range = vec2(smooth_threshold, smooth_threshold+fade_size);
float grid_smoothstep = 1- smoothstep(smooth_range.x, smooth_range.y, lum_scaled);
//Adapt grid strength
float grid_str = DOT_M_G_STR * grid_smoothstep;
//Apply strength modifier
float fgrid_adpt = mix(1.0, fgrid, grid_str);
//Output is the mix of the gap and the rgb masked pixel in.
//In the alpha channel we put the grid because it could be selectiveli brightened by halo
return vec4(
mix(vDotMat_Grid_Color, pixel_in * mask_rgb ,fgrid_adpt),
fgrid_adpt
);
}
float fn_scanline_mask(vec2 coords, bool do_slotmask, float lum, float min_inLum, float max_inLum, float tate) {
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/* Produces a B/W scanline shape to be multiplicated by the source
* pixel later on to emulate scanline effect.
* scanlines can be drawn on odd and even fields alternating on odd and
* even frames to emulate that aspect of interlacing.
*/
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float period = vScanlinePeriod;
bool is_interlaced = bool(vIsInterlaced);
bool do_flicker = bool(vFlickeringScanlines);
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//since luminosity is used to modulate scanline thickness, we scale it here
//to keep tickness in user defined range:
float lum_scaled = map_range(lum, min_inLum, max_inLum, SCANLINE_MIN, SCANLINE_MAX);
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float lines = 1.0;
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//0 - Generate base scanline.
//1 - The base coords is switched from coords.y to coords.x if tate mode is requested.
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//2 - offset them on odd frames if needed (vScanlineAlternateOffset via vertex shader)
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//3 - Dont do it when the screen is interlaced and we have to skip drawing scanlines on interlaced screens
//coords += params.OriginalSize.zw*0.5; //<-- this seems needed when using integer scaling
//due to linear filtering in earlier pass FIXME don't forget me!
coords = mix_step(coords.xy, coords.yx, tate);
float originalsize = mix_step(params.OriginalSize.y, params.OriginalSize.x, tate);
float angle_base = coords.y * pi * originalsize * period;
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if (!( is_interlaced && SCANLINE_DISABLE_ON_INTERLACE == 1.0 )) {
lines = pow( sin(angle_base + vScanlineAlternateOffset), 2.0);
}
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//If we specified to draw slotmasks alongside the scanlines, but the screen
//is interlaced, fallback to old darklines code to avoid glitches/artifacts.
if ( do_slotmask && is_interlaced ) {
lines = lines * pixel_darklines(vec3(1.0),DARKLINES_PERIOD,1-SCANLINE_SM_STRENGTH, 1.0, 0.0 , 1.0, coords).r;
return lines;
}
//Draw a sort of slotmask right here with the same height as the scanline.
//Mitigates moiree and visual artifacts comapred to dumb viewport slotmask.
if (do_slotmask) {
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float Darkline_part_w = (3.0 - VMASK_USE_GM + VMASK_GAP) * VMASK_DARKLINE_SCALE;
float Darkline_part_w_x2 = Darkline_part_w*2;
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bool odd_column = mod(vFragCoord_Tated.x + Darkline_part_w , Darkline_part_w_x2) < Darkline_part_w;
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if (SCANLINE_SM_TYPE == 1.0) {
// Slotmask is out oh phase every "odd" triple and mixed with
// the straight scanline.
// slotmask strength and stagger are configurable.
// Acceptable values are with stagger around 79 (pi/4)
if (odd_column) {
float phase = pi + SCANLINE_SM_VOFFSET*0.022 * lum_scaled;
float angle_slotmask = angle_base + phase;
float slotmask = sin(angle_slotmask);
slotmask = (slotmask*slotmask);
lines = mix(lines, slotmask, SCANLINE_SM_STRENGTH);
}
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}
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else if (SCANLINE_SM_TYPE == 2.0) {
float phase;
//Slotmask is always out of phase by QUARTER_PI
//Every "odd triple" column, it is also out of phase of HALF_PI
//Slotmask is multiplied by original scanline and thinner.
//Only strength parameter is taken into account.
if (odd_column)
phase = period * pi + QUARTER_PI * lum_scaled;
else
phase = period * HALF_PI + QUARTER_PI;
float angle_slotmask = angle_base + phase;
float slotmask = sin(angle_slotmask);
slotmask = slotmask*slotmask; slotmask = slotmask*slotmask; // eleva alla 4 per renderla sottile. valori maggiori producono moiree.
slotmask = mix(1.0, slotmask, SCANLINE_SM_STRENGTH); // riduci la forza della slotmask
lines = lines * slotmask;
}
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else if (SCANLINE_SM_TYPE == 3.0) {
// Thinner slotmask screen, no scanlines.
// No parameter taken into account.
if (odd_column) {
float phase = pi + HALF_PI;
float angle_slotmask = angle_base + phase;
float slotmask = sin(angle_slotmask);
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lines = slotmask*slotmask;
}
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return mix( 1.0, lines * (1-SCANLINE_DARK ) + SCANLINE_DARK, SCANLINE_SM_STRENGTH) ;
}
}
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//Morph scanline shape via input luminance
float l = lum_scaled; // (already clamped)
l = pow(l, SCANLINE_MINMAX_GAMMA);
if (lum_scaled <= 0.5) {
float l1 = pow(l, 4) * 15;
lines = pow(lines, 1/sqrt(l1));
} else {
float l2 = (l-0.5)*2.0;
lines = lines * (1-l2) + l2;
}
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//Above code, unbranched, check if it works.
/* lum_scaled = pow(lum_scaled, SCANLINE_MINMAX_GAMMA);
float l = lum_scaled; // (already clamped)
float l1 = pow(l, 4.0) * 15.0;
float l2 = (l - 0.5) * 2.0;
float under_05 = pow(lines, 1.0 / sqrt(l1));
float over_05 = lines * (1.0 - l2) + l2;
float threshold_05 = step(0.5, l);
lines = mix(under_05, over_05, threshold_05);
*/
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//Apply min brightness
lines = lines * (1-SCANLINE_DARK ) + SCANLINE_DARK ;
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return lines;
}
float get_clamped_white_reference(vec3 pixel_in){
float white_reference = max(max(pixel_in.r,pixel_in.g),pixel_in.b);
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// white_reference = min(white_reference,1.0); //Clamp here for both vmask and darklines.
return white_reference;
}
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float global_noise_static = 0.0;
float global_noise_ambi = 0.0;
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vec3 pixel_backdrop_image() {
vec2 backdrop_offset=vec2(BACKDROP_OFFX,BACKDROP_OFFY);
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vec2 backdrop_tex_size = textureSize(backdrop, 0);
float backdrop_lod = log2(backdrop_tex_size.y / global.FinalViewportSize.y);
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vec2 backdrop_coords = get_scaled_coords_aspect(
vOutputCoord+backdrop_offset,
global.FinalViewportSize,
backdrop_tex_size.x/backdrop_tex_size.y,
bool(vIsRotated));
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backdrop_coords=zoom(backdrop_coords, BACKDROP_ZOOM);
return textureLod(backdrop, backdrop_coords, backdrop_lod).rgb;
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}
vec4 textureLod_wrap(sampler2D tex, vec2 co, float lod, float wrap_mode) {
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#ifdef ALLOW_BG_IMAGE_TEXTURE_WRAP_IN_SHADER
/*
// Mirrored repeat, once, useless since is done by default
if (co.x > 1.0 || co.x < 0.0)
co.x = 1- mod(co.x, 1.0);
if (co.y > 1.0 || co.y < 0.0)
co.y = 1- mod(co.y, 1.0);
*/
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if (wrap_mode == 1.0) {
//Clamp to border, black.
bool bOutside = (co.x < 0.0 || co.x > 1.0 || co.y < 0.0 || co.y > 1.0 ) ;
if (bOutside) return vec4(0.0,0.0,0.0,1.0);
} else if (wrap_mode == 2.0) {
//Clamp to edge:
co = clamp(co, 0.00, 1.0);
} else if (wrap_mode == 3.0) {
//Repeat no mirror:
co = mod(co, 1.0);
}
#endif
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return textureLod(tex, co, lod);
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}
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vec3 pixel_alternate(vec3 source, float strength) {
/*
vec3 pixel_strobe = pixel_out.rgb * mod(params.FrameCount, 2);
float max_c = max(pixel_out.r, max(pixel_out.g, pixel_out.b));
float max_c_adpt = 1 - (max_c * 0.5);
pixel_out.rgb = mix (pixel_out.rgb, pixel_strobe, ALT_BLANK_STRENGTH * max_c_adpt ) ;
*/
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// Emulate the low crt persistance by only drawing odd/even lines
// on odd/even frames
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float line = vTexCoord.y * params.OutputSize.y;
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vec3 pixel_out = clamp(source, 0.0, 1.0);
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float l_period_half = ALT_BLANK_PERIOD / 2;
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//Use another alg that affects less dark colors for negative strength values.
if (strength < 0.0) {
strength *= -1;
float max_c = max(pixel_out.r, max(pixel_out.g, pixel_out.b));
float max_c_adpt = 1 - (max_c * 0.5);
strength *= max_c_adpt;
}
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if (mod(float(params.FrameCount),2.0 ) == 1) {
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if (mod(line,ALT_BLANK_PERIOD) > l_period_half) pixel_out=mix(source,vec3(0), strength) ;
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} else {
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if (mod(line,ALT_BLANK_PERIOD) <= l_period_half) pixel_out=mix(source,vec3(0), strength) ;
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}
return pixel_out;
}
vec3 bezel_color(float lum) {
//Colorize bezel frame
vec3 col = vec3(BEZEL_R,BEZEL_G,BEZEL_B) + lum;
float con_max = 0.5 * BEZEL_CON + 0.5;
col = scale_to_range_vec3(col, -con_max+1, con_max);
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return clamp(col,0.0,1.0);
}
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float fuzzyrect(vec2 uv, vec2 size, float radius, float blur) {
vec2 hSize = size / 2.0 - radius;
float d = length(max(abs(uv - vec2(0.5)),hSize)-hSize);
return smoothstep(-radius-blur, -radius+blur, -d);
}
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float create_ambi_colorize_shade(vec2 co) {
float blur = AMBI_OVER_BEZEL_SIZE;
vec2 size = vec2(1.0, 2 - AMBI_OVER_BEZEL_AR_CORRECTION)-blur;
float radius = 0.0;
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return 1 - min ( fuzzyrect(co, size, radius, blur) * 2, 1.0);
}
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vec2 get_scaled_coords_for_bezel() {
//This function is here because compiler gets mad if i calc coords_for_bezel
//outside the main branch "if DO_BEZEL then compose_bezel_over"
//performances falls down for no apparent reason.
//But still, i need to access it twice in the code.
//So this is a function that ensures me that i always calc it the same way.
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vec2 co = vTexCoord;
co = zoomout_coords(co, -BEZEL_FRAME_ZOOM, 1.0);
co.y = zoom1D(co.y, BEZEL_ASPECT_CORRECTION);
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if (DO_TILT == 1.0)
return tilt(co, vIsRotated, vec2(TILT_X, TILT_Y) * TILT_BEZEL_K);
else
return co;
}
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//////////////////////////////////////////////////////////////////////////////////////////////////////
vec4 fn_pixel_fgbg_image(sampler2D smp) {
vec2 fg_image_offset=vec2(BG_IMAGE_OFFX,BG_IMAGE_OFFY);
vec2 tex_size = textureSize(smp, 0); // * BG_ZOOM;
float bg_over_lod = log2(tex_size.y / global.FinalViewportSize.y);
if (BG_IMAGE_ROTATION > 0.0 || ( BG_IMAGE_ROTATION < 0.0 && bool(vIsRotated) ) ) tex_size.xy = tex_size.yx;
vec2 back_coords = get_scaled_coords_aspect(vOutputCoord + fg_image_offset, global.FinalViewportSize, tex_size.x/tex_size.y, bool(vIsRotated));
if (BG_IMAGE_ROTATION < 0.0 && bool(vIsRotated) ) {
//handle automatic rotation of bg image for rotated games
back_coords.xy = back_coords.yx;
back_coords.y = 1 - back_coords.y;
} else if (BG_IMAGE_ROTATION > 0.0) {
//rotate as user prefs
back_coords.xy = back_coords.yx;
if (BG_IMAGE_ROTATION == 1.0) back_coords.y = 1 - back_coords.y;
if (BG_IMAGE_ROTATION == 2.0) back_coords.x = 1 - back_coords.x;
}
back_coords=zoom(back_coords, BG_IMAGE_ZOOM);
vec4 pixel_bgover = textureLod_wrap(smp, back_coords, bg_over_lod, BG_IMAGE_WRAP_MODE);
return pixel_bgover;
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}
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vec3 ambi_blend_image(vec4 image, vec3 ambi) {
//mix or add ambient light with image, also allow force colorization in add mode.
if (DO_AMBILIGHT == 0.0) return image.rgb;
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// Fake a transparent image when force colorization is requested
// So that we can use the same code used for alpha blend.
// Also multiply AMBI_BG_IMAGE_FORCE * AMBI_BG_IMAGE_BLEND_MODE to skip
// force colorization when mode blend mode is not "ADD".
float image_alpha_adapted = image.a - (AMBI_BG_IMAGE_FORCE * AMBI_BG_IMAGE_BLEND_MODE);
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image.rgb = (AMBI_BG_IMAGE_BLEND_MODE == 0.0) ?
mix(ambi.rgb, image.rgb, image_alpha_adapted)
:
image.rgb + (ambi.rgb * (1 - image_alpha_adapted));
return image.rgb;
}
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float gaussian_coefficient(float x, float sigma) {
//restituisce un coefficiente gaussiano per x compreso tra 0 ed 1
float coefficient = 1.0 / sqrt(2.0 * 3.14159265358979323846 * sigma);
float exponent = -((x * x) / (2.0 * sigma));
return coefficient * exp(exponent);
}
vec3 boxed_blur_x(sampler2D tex, vec2 co, float box_size, vec4 output_size) {
/* blur tex in boxes of width box_size.
eg: box_size=4:
in: [abcd][edgh][ijkl]...
out [AVG1][AVG2][AVG3]
were AVG is a gaussian blur applied to each 4 elements separately.
*/
//The current pixel, x:
float x = co.x/output_size.z;
//The group x belongs to, g:
float g = ceil(x/box_size);
//The first element of the group, x0
float x0 = box_size * (g-1);
//Init output color:
vec3 c = vec3(0.0);
//We want a dumb arithmetic average?
#define BOXB_DUMB 0.0
//blurriness of output
#define BOXB_SIGMA 0.5
//Iterate for every pixel in group:
for (float xn = x0; xn < x0 + box_size; xn++) {
//Normalize interval to 0..1 to get gauss coefficients afterwards
float xn_normalizzato = normalize_range(xn, x0, x0 + (box_size-1));
//Get gauss coefficient
float coefficient = 1.0;
if (BOXB_DUMB == 0.0)
coefficient = gaussian_coefficient(xn_normalizzato, BOXB_SIGMA);
else
coefficient = 1.0;
//Translate integer element to offset in 0..1 range:
float off = params.OutputSize.z*xn;
c = c + texture(tex, vec2(off,co.y) ).rgb * coefficient ;
}
//reduce gain (why on earth is needed for gauss?):
if (BOXB_DUMB == 1.0)
c = c/box_size;
else
c = c/(box_size * 0.4);
return c;
}
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vec3 fn_pixel_content(vec2 coords) {
vec3 pixel_in;
vec3 pixel_glowed;
vec3 pixel_bleed; //pixel_bleed is the color that will bleed over scanline gap.
//Used for SCANLINES_BLEEDING parameter only
if (DO_IN_GLOW == 1.0) {
pixel_glowed = texture(in_glow_pass,coords).rgb;
pixel_in = pixel_glowed;
} else {
pixel_in = texture(shift_and_bleed_pass,coords).rgb ;
}
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//pixel_in = boxed_blur_x(shift_and_bleed_pass, coords, params.OutputSize.x / params.OriginalSize.y, params.OutputSize);
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pixel_bleed = pixel_in;
vec3 pixel_out = pixel_in;
float white_reference;
if (VMASK_OVERWHITE+DRKLN_OVERWHITE < 2.0 ) {
white_reference = get_clamped_white_reference(pixel_in);
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}
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//Mask and darklines:
if (DO_VMASK_AND_DARKLINES == 1.0 ) {
vec3 pixel_in_compensated = pixel_in;
pixel_in_compensated = pixel_push_luminance(pixel_in, RGB_MASK_STRENGTH * MASK_COMPENSATION);
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if (RGB_MASK_STRENGTH > 0.0) {
//Use RGB pattern or exploit RGB layout with green and magenta?
if (VMASK_USE_GM < 1.0)
pixel_out = pixel_vmask(pixel_in_compensated, white_reference, VMASK_OVERWHITE);
else
pixel_out = pixel_vmask_gm(pixel_in_compensated, white_reference, VMASK_OVERWHITE);
//Tried to unbranch to no avail (worse performances)
//pixel_out = pixel_vmask_and_gm(pixel_in_compensated, white_reference, VMASK_OVERWHITE);
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}
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pixel_out = pixel_push_luminance(pixel_out, DARKLINES_STRENGTH * (1.0/DARKLINES_PERIOD) * MASK_COMPENSATION);
//Screen lines (slotmask aperture grille)
if ( DARKLINES_STRENGTH > 0.0 ) {
float MYDARKLINES_TRANSPARENCY = 1.0 - DARKLINES_STRENGTH;
pixel_out = pixel_darklines(pixel_out, DARKLINES_PERIOD, MYDARKLINES_TRANSPARENCY, DARKLINES_VOFFSET, white_reference, DRKLN_OVERWHITE, coords);
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}
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}
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float scanline_or_dot_mat = 1.0; //init dot grid or scanline mask to 1.0
//Dot mask
if (DO_DOT_MATRIX == 1.0) {
vec4 pixel_grid_mask = fn_pixel_dotmat(coords, pixel_out);
//grid mask only is needed by halo to selectively light the grid.
scanline_or_dot_mat = pixel_grid_mask.a;
//rgb channel goes to pixel_out
pixel_out = pixel_grid_mask.rgb;
}
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//Scanlines (non-flickering)
if ( DO_SCANLINES == 1.0 ) {
//Obtain a scanlined screen by multiplying the scanline mask and the pixel color.
float lum = max(max(pixel_out.r, pixel_out.g), pixel_out.b);
//The maximum possible brightness of the input color modified by glow,contrast and brightness.
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float scanline_mask = fn_scanline_mask(coords, SCANLINE_SM_TYPE > 0.0, lum, 0.0, vMax_inLum, vDo_Tate );
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pixel_out = min(pixel_out, 1.0) * ( scanline_mask + ( pixel_bleed * SCANLINES_BLEEDING * ( 1 - scanline_mask ) ));
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//Since scanlines and dot matrix are alternative and halo can white both, just use a single var for both:
scanline_or_dot_mat = scanline_mask;
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}
//Halo
vec3 pixel_haloed = vec3(0.0);;
if (DO_HALO == 1.0 ) {
pixel_haloed = texture(halo_pass,coords).rgb;
//Halo only on scanlines:
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pixel_out += pixel_haloed * scanline_or_dot_mat ;
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//Halo over scanlines gap too:
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pixel_out += pixel_haloed * (HALO_VS_SCAN) * (1 - scanline_or_dot_mat) ;
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}
// Apply gamma out:
if (DO_CCORRECTION == 1.0)
pixel_out = pow(max(pixel_out, vec3(0.0)),vec3(GAMMA_OUT));
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//Bloom
if (DO_BLOOM == 1.0 ) {
vec3 bloomed=texture(bloom_pass_final, coords).rgb ;
pixel_out = bloomed + float(BLOOM_BYPASS < 0.5) * pixel_out;
}
//Vignette
if (DO_VIGNETTE == 1.0) {
float dist = length(vec2((coords.x-0.5)*vIn_aspect, coords.y-0.5));
float vignette = smoothstep(V_SIZE,0.0,dist)*V_POWER;
pixel_out = pixel_out * vignette + global_noise_static;
}
//Spot
if (DO_SPOT == 1.0) {
float dist = length(vec2((coords.x-0.5)*vIn_aspect, coords.y-0.5)+spot_offset);
float spot = smoothstep(S_SIZE,0.0,dist)*S_POWER;
pixel_out = pixel_out + spot + (global_noise_static * (1 - DO_VIGNETTE));
}
//Black frame insertion, made static, enable it in config.inc.
#ifdef ALLOW_ALT_BLANK
if (DO_ALT_BLANK == 1.0 ) {
pixel_out.rgb = pixel_alternate(pixel_out.rgb, ALT_BLANK_STRENGTH );
//pixel_out.rgb += vec3(random_fast(ALT_BLANK_STRENGTH, vTexCoord * mod(params.FrameCount, 2) ));
}
#endif
return pixel_out;
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}
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vec4 fn_pixel_bezel(vec2 coords_for_bezel, vec2 coords_for_mirror, float nightify_str) {
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//Can we skip Blank outside border and inner blank tube?
vec4 inner_blank_rect = vec4(1-BEZEL_TUBE_BLANK_SIZE, 1-BEZEL_TUBE_BLANK_SIZE, BEZEL_TUBE_BLANK_SIZE, BEZEL_TUBE_BLANK_SIZE);
if (is_first_outside_rect(coords_for_bezel, RECT01) ||
is_first_inside_rect(coords_for_bezel, inner_blank_rect)
) return vec4(0.0);
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vec4 bezel_in;
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//Sample main bezel texture:
#ifndef BEZEL_RES
vec2 bezel_lut_size = textureSize(monitor_body_curved, 0); //no need to branch here if we assume straight and curved textures are the same size. //FIXME?
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#else
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vec2 bezel_lut_size = BEZEL_RES;
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#endif
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float bezel_frame_lod = log2(bezel_lut_size.y * (BEZEL_FRAME_ZOOM+1.0) /global.FinalViewportSize.y);
if (BEZEL_USE_STRAIGHT < 0.5)
bezel_in = textureLod(monitor_body_curved,coords_for_bezel,bezel_frame_lod);
else
bezel_in = textureLod(monitor_body_straight,coords_for_bezel,bezel_frame_lod);
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//Exit if the bezel is completely transparent (the tube)
if (bezel_in.a == 0.0) return vec4(0.0);
//Colorize the bezel (bezel.r expresses the luminance)
vec3 bezel_out = bezel_color(bezel_in.r);
bezel_out.rgb = fn_pixel_nightify(bezel_out.rgb, nightify_str );
float lut_specular = bezel_in.g * BEZEL_SPCL_STRENGTH;
float reflection_modifier = 0.0;
//Reflections, can be skipped if blue channel is 0:
if (bezel_in.b > 0.0) {
//Reflections: Calculate the bezel roughness to apply to the reflecting area. (bezel_in.g expresses the specularity)
float roughness = random_fast( 1/1080.0 * BEZEL_ROUGHNESS, vTexCoord );
roughness *= (1 - min(lut_specular * 10, 1.0)); // <-roughness over specular area looks bad.
//Reflections:
reflection_modifier = bezel_in.b; //bezel_in.b expresses how much the area is reflective
//Sample the reflection pass with small offset to simulate the roughness
vec4 pixel_mirrored = texture(reflected_blurred_pass, coords_for_mirror + roughness);
float fcorners_shade = 1 - corners_shade(coords_for_bezel, 1.0) * BEZEL_CORNER_DARK;
//Show less reflections in the corners
pixel_mirrored.rgb *= fcorners_shade;
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//Push it over the specular areas and apply the reflection modifier
pixel_mirrored.rgb = pixel_mirrored.rgb * (1 + lut_specular);
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//Apply reflections
bezel_out += (pixel_mirrored.rgb * reflection_modifier);
}
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//Mix ambient light over bezel? (branching this is worse)
vec3 ambitemporalpass = texture(ambi_temporal_pass, vOutputCoord ).rgb;
ambitemporalpass = max(ambitemporalpass, 0.0); //<-- antiglitch. Needed to avoid undefined variable on vulkan.
vec3 pixel_ambilight = DO_AMBILIGHT * ( ambitemporalpass + global_noise_ambi);
//Create a shaded box to apply ambilight on external borders only
float ambi_colorize_shade = create_ambi_colorize_shade(coords_for_bezel);
bezel_out = bezel_out + (AMBI_OVER_BEZEL * pixel_ambilight * bezel_in.a * ambi_colorize_shade * (1-reflection_modifier));
//Diffuse the light over specular areas, we use a mipmap with low precision.
if (lut_specular > 0.0) {
vec4 pixel_avglum = texture(avglum_pass, coords_for_mirror);
bezel_out = bezel_out + (pixel_avglum.rgb * lut_specular) ;
}
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return vec4(bezel_out, bezel_in.a);
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}
void main() {
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vec3 pixel_out = vec3(0.0);
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float canvas_busy = 0.0; //<-- this allow for paint over not painted areas (spares gpu cycles)
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//Calc a random noise if we need debanding
if (DO_VIGNETTE + DO_SPOT + DO_AMBILIGHT >0.0) {
//Generate random noise.
//global_noise = random(NOISEPOWER, vTexCoord * vDynamicSeed);
//global_noise_ambi = global_noise * NOISEPOWER_AMBI_MUL;
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//The following are faster versions, the dynamic one needs a seed that changes over time
//Calculated in Vertex shader for speed.
global_noise_ambi = random_fast(NOISEPOWER * NOISEPOWER_AMBI_MUL, vTexCoord * vDynamicSeed );
global_noise_static = random_fast(NOISEPOWER, vTexCoord);
}
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//Initial content coords
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vec2 co_content = vTexCoord;
//Tilt?
if (DO_TILT == 1.0)
co_content = tilt(co_content, vIsRotated, vec2(TILT_X, TILT_Y));
//Precalc Bezel coords, since it modifies content coords.
vec2 co_bezel = vec2(0.0);
if (DO_BEZEL == 1.0) {
co_content = zoomout_coords(co_content, -vBEZEL_INNER_ZOOM_adapted , 1.0);
co_bezel = get_scaled_coords_for_bezel();
}
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//Curvature
//Curvature has to come after inner zoom or bezel curved border will not match content
//curved border when inner zoom changes.
if (DO_CURVATURE == 1.0 && ((GEOM_WARP_X != 0.0) || (GEOM_WARP_Y != 0.0))) {
co_content = Warp_fast(co_content, vWarp_vexp, vWarp_arg2, GEOM_CUT_EARS);
}
//Mirror coords needs to be calculated here, before geom override, but after curvature.
//It is still not perfect but a reasonable tradeoff by now.
vec2 co_mirror = zoom(co_content, 1/BEZEL_REFL_ZOOMOUT_ROOM);
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//Apply other content coords modifiers
if (DO_GAME_GEOM_OVERRIDE == 1.0)
co_content = content_geom_override(co_content, GAME_GEOM_ASPECT, vIn_aspect, GAME_GEOM_VSHIFT, GAME_GEOM_HSHIFT, GAME_GEOM_ZOOM);
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if (DO_DYNZOOM == 1.0)
co_content = zoom(co_content, get_dyn_zoom(avglum_pass) );
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//Create an alpha mask to write content into, it holds opacity info that will be used to compose.:
if (DO_CURVATURE == 1.0) {
canvas_busy = fn_border(co_content);
} else {
canvas_busy = float(is_first_inside_rect(co_content, RECT01)); //FIXME: is step() faster?
}
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//Draw content only over the alpha mask, spare gpu cycles.
if (canvas_busy > 0.0)
pixel_out = fn_pixel_content(co_content) * canvas_busy;
//Draw Bezel
vec4 pixel_bezel;
//SKIP LOGIC is inside fn_pixel_bezel
if (DO_BEZEL == 1.0) {
pixel_bezel = fn_pixel_bezel(co_bezel, co_mirror, BG_IMAGE_NIGHTIFY);
//If we used a smooth_border, canvas_busy is it, but since the content is in the bezel,
//we can safely use it to smooth/darken the game border
pixel_out *= canvas_busy;
pixel_out = mix(pixel_out, pixel_bezel.rgb, pixel_bezel.a);
//Update alpha mask.
//We can't use the bezel alpha channel to update the alpha mask since it is transparent ù
//on the tube and we don't want to paint anything there, so use a dumb rect and add it to canvas_busy:
float rect_bezel = float(is_first_inside_rect(co_bezel, vec4(BEZEL_SHADOW_SIZE, BEZEL_SHADOW_SIZE, 1.0 - BEZEL_SHADOW_SIZE, 1.0 - BEZEL_SHADOW_SIZE)));
canvas_busy = max(pixel_bezel.a, rect_bezel);
//FragColor = vec4(canvas_busy); return; // <- uncomment to debug BEZEL_SHADOW_SIZE
}
//The following funcs have to paint in the outer border
vec3 pixel_ambi = vec3(0.0);
vec3 pixel_under_content = vec3(0.0);
if ( canvas_busy < 1.0) {
//Ambient light
if (DO_AMBILIGHT == 1.0) {
vec2 co_ambi = vOutputCoord;
pixel_ambi = texture(ambi_temporal_pass, co_ambi).rgb;
pixel_ambi += global_noise_ambi * (20 * (3.0-(pixel_ambi.r+pixel_ambi.g+pixel_ambi.b))) ;
pixel_under_content = pixel_ambi;
}
//Background image:
if (DO_BG_IMAGE == 1.0 && BG_IMAGE_OVER == 0.0) {
vec4 pixel_bg_image = fn_pixel_fgbg_image(bg_under);
pixel_bg_image.rgb = fn_pixel_nightify(pixel_bg_image.rgb, BG_IMAGE_NIGHTIFY );
pixel_bg_image.rgb = ambi_blend_image(pixel_bg_image, pixel_ambi);
pixel_under_content = pixel_bg_image.rgb;
}
}
//Smooth the image corners: canvas_busy (the alpha mask) is a white rect with shaded borders.
pixel_out = mix (pixel_under_content, pixel_out, canvas_busy);
//Backdrop
if (DO_BACKDROP == 1.0)
pixel_out += pixel_backdrop_image();
//Foreground image
if (DO_BG_IMAGE + BG_IMAGE_OVER == 2.0) {
vec4 pixel_fg_image = fn_pixel_fgbg_image(bg_over);
pixel_fg_image.rgb = fn_pixel_nightify(pixel_fg_image.rgb, BG_IMAGE_NIGHTIFY );
pixel_out = mix(pixel_out, pixel_fg_image.rgb, pixel_fg_image.a);
if (DO_AMBILIGHT + AMBI_BG_IMAGE_BLEND_MODE == 2.0) {
vec3 pixel_ambi_local = texture(ambi_temporal_pass, vOutputCoord ).rgb;
pixel_ambi_local = DO_AMBILIGHT * (pixel_ambi_local + global_noise_ambi);
pixel_ambi_local = max(pixel_ambi_local, 0.0); //<-- antiglitch. Needed to avoid undefined variable on vulkan.
float ambi_mask = create_ambi_colorize_shade(co_bezel);
float fg_image_alpha_adapted = max(pixel_fg_image.a - AMBI_BG_IMAGE_FORCE, 0.0);
pixel_out = pixel_out + (pixel_ambi_local.rgb * (ambi_mask) * (1- fg_image_alpha_adapted));
}
}
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//For debug purposes:
//quad split screen
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//if ( (vOutputCoord.x < 0.5 && vOutputCoord.y > 0.5) || (vOutputCoord.x > 0.5 && vOutputCoord.y < 0.5) ) pixel_out = texture(flick_and_noise_pass,vOutputCoord).rgb;
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//split screen
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//if (vTexCoord.y < 0.5) pixel_out = texture(flick_and_noise_pass,vTexCoord).rgb;
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//pixel_out = texture(reflected_blurred_pass, vTexCoord).rgb;
FragColor = vec4(pixel_out, 1.0);
//FragColor = vec4(texture( reflected_blurred_pass, co_mirror).a);
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}
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