slang-shaders/bezel/Mega_Bezel/shaders/base/cache-info.inc

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2022-06-25 10:06:45 +10:00
/*
Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel
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 [http://www.gnu.org/licenses/].
2022-06-25 10:06:45 +10:00
*/
vec2 HSM_GetScreenScaleWithEdgeHeight(vec2 edge_thickness, vec2 screen_scale)
// Edge thickness is a 0 to 1 percentage of the screen height
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{
float output_aspect_ratio = global.FinalViewportSize.x / global.FinalViewportSize.y;
float aspect_ratio = screen_scale.x / screen_scale.y;
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vec2 edge_width_height_as_scale = vec2(0, 0);
edge_width_height_as_scale.x = 1 + (edge_thickness.x / screen_scale.y) / aspect_ratio / output_aspect_ratio;
edge_width_height_as_scale.y = 1 + edge_thickness.y / screen_scale.y;
return screen_scale * edge_width_height_as_scale;
}
// Same as the HSM_GetScreenScale, but adds the width of the black edge
// Used for adding thickness around the screen like the black edge
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vec2 HSM_GetTubeScale(vec2 screen_scale, float image_placement_screen_height, vec2 edge_thickness)
{
// Add switch for independent scale
if (HSM_BZL_USE_INDEPENDENT_SCALE == 1)
{
if (HSM_USE_IMAGE_FOR_PLACEMENT == 0)
screen_scale = screen_scale / screen_scale.y * HSM_BZL_INDEPENDENT_SCALE;
else
screen_scale = screen_scale / screen_scale.y * image_placement_screen_height;
}
float normalized_screen_height = screen_scale.y / DEFAULT_UNCORRECTED_SCREEN_SCALE.y;
return HSM_GetScreenScaleWithEdgeHeight(edge_thickness * vec2(1.2 / 100.0 * normalized_screen_height), screen_scale * HSM_BZL_SCALE_OFFSET);
}
// HSM_SNAP_TO_CLOSEST_INT_SCALE_TOLERANCE
vec2 HSM_GetScreenScale(float screen_aspect, float screen_height_from_image, vec2 cropped_size)
{
if (HSM_ASPECT_RATIO_MODE > 5.5)
{
return vec2(1, 1);
}
else
{
float output_aspect_ratio = global.FinalViewportSize.x / global.FinalViewportSize.y;
bool viewport_is_vertical = (global.FinalViewportSize.x < global.FinalViewportSize.y);
float vertical_preset_scale_mult = HSM_VERTICAL_PRESET > 0.5 || viewport_is_vertical ? DEFAULT_SCREEN_HEIGHT_PORTRAIT_MULTIPLIER : 1;
float screen_height = HSM_NON_INTEGER_SCALE * vertical_preset_scale_mult;
if (HSM_DUALSCREEN_MODE > 0)
screen_height *= 0.5;
if (HSM_INT_SCALE_MODE == 0)
{
if (HSM_USE_PHYSICAL_SIZE_FOR_NON_INTEGER == 1)
{
float monitor_aspect_with_rotation = HSM_VERTICAL_PRESET > 0.5 || viewport_is_vertical ? 1 / HSM_PHYSICAL_MONITOR_ASPECT_RATIO : HSM_PHYSICAL_MONITOR_ASPECT_RATIO;
float monitor_height = HSM_PHYSICAL_MONITOR_DIAGONAL_SIZE / sqrt(monitor_aspect_with_rotation * monitor_aspect_with_rotation + 1);
float sim_screen_height = HSM_PHYSICAL_SIM_TUBE_DIAGONAL_SIZE / sqrt(screen_aspect * screen_aspect + 1);
screen_height = 0.012 + sim_screen_height / monitor_height;
}
if (HSM_USE_IMAGE_FOR_PLACEMENT == 1)
screen_height = screen_height_from_image;
screen_height *= HSM_NON_INTEGER_SCALE_OFFSET;
// If the integer tolerance is greater than zero see if we can snap to the nearest integer multiple
if (HSM_SNAP_TO_CLOSEST_INT_SCALE_TOLERANCE > 0)
{
float integer_scale_multiple_vert = screen_height * global.FinalViewportSize.y / cropped_size.y;
float int_scale_remainder = fract(integer_scale_multiple_vert);
int_scale_remainder = (int_scale_remainder < 1 - int_scale_remainder) ? int_scale_remainder : 1 - int_scale_remainder;
float remainder_percent_of_screen_height = (int_scale_remainder * cropped_size.y) / (screen_height * global.FinalViewportSize.y);
if (remainder_percent_of_screen_height < HSM_SNAP_TO_CLOSEST_INT_SCALE_TOLERANCE)
{
integer_scale_multiple_vert = round(integer_scale_multiple_vert);
screen_height = integer_scale_multiple_vert * cropped_size.y / global.FinalViewportSize.y;
}
}
return vec2(screen_aspect / output_aspect_ratio, 1) * screen_height;
}
// Get the maximum height that the integer scale needs to fit into
float viewport_res_y_without_border = global.FinalViewportSize.y - (1 - HSM_INT_SCALE_MAX_HEIGHT) * global.FinalViewportSize.y;
float viewport_res_x_without_border = global.FinalViewportSize.x - (1 - HSM_INT_SCALE_MAX_HEIGHT) * global.FinalViewportSize.x;
if (HSM_DUALSCREEN_MODE == 1)
viewport_res_y_without_border = global.FinalViewportSize.y / 2 - 0.5 * (1 - HSM_INT_SCALE_MAX_HEIGHT) * global.FinalViewportSize.y;
if (HSM_DUALSCREEN_MODE == 2)
viewport_res_x_without_border *= global.FinalViewportSize.x / 2 - 0.5 * (1 - HSM_INT_SCALE_MAX_HEIGHT) * global.FinalViewportSize.x;
// If the viewport is taller than it is wide then get the height from the corresponding available width
if (viewport_is_vertical) viewport_res_y_without_border = viewport_res_x_without_border / screen_aspect;
// If the screen is too high
if ((viewport_res_y_without_border * screen_aspect) > global.FinalViewportSize.x)
{
viewport_res_y_without_border = (1 - 2 * (1 - HSM_INT_SCALE_MAX_HEIGHT)) * global.FinalViewportSize.x / screen_aspect;
}
float integer_scale_multiple_vert = clamp(floor(viewport_res_y_without_border / cropped_size.y) + HSM_INT_SCALE_MULTIPLE_OFFSET, 1, 100);
float integer_scale_vert = integer_scale_multiple_vert * cropped_size.y / global.FinalViewportSize.y;
// Get the horizontal scale from the vertical scale and aspect ratio
float integer_scale_horz_from_aspect = screen_aspect / output_aspect_ratio * integer_scale_vert;
// Get the scale as a multiple of the original x-size
float integer_scale_multiple_horz = integer_scale_horz_from_aspect * global.FinalViewportSize.x / cropped_size.x;
// If we are using vertical scanlines or integer scale is set to both directions make the horizontal multiple an integer
float final_int_scale_mode = HSM_INT_SCALE_MODE;
if (HSM_INT_SCALE_MODE > 0.5)
{
if (HSM_GetUseVerticalScanlines(screen_aspect) == 1 || HSM_INT_SCALE_MODE == 2)
{
integer_scale_multiple_horz = round(integer_scale_multiple_horz);
final_int_scale_mode = 2;
}
}
float both_axes = clamp((final_int_scale_mode - 1) * 10000, 0, 1);
integer_scale_multiple_vert += both_axes * abs(clamp((screen_aspect - 1) * 10000, -1, 0)) * HSM_INT_SCALE_MULTIPLE_OFFSET_LONG;
integer_scale_multiple_horz += both_axes * abs(clamp((screen_aspect - 1) * 10000, 0, 1)) * HSM_INT_SCALE_MULTIPLE_OFFSET_LONG;
integer_scale_vert = integer_scale_multiple_vert * cropped_size.y / global.FinalViewportSize.y;
float integer_scale_horz = integer_scale_multiple_horz * cropped_size.x / global.FinalViewportSize.x;
return vec2(integer_scale_horz, integer_scale_vert);
}
}
vec2 HSM_GetScreenScaleFor2ndScreen(vec2 screen_scale, float screen_aspect)
{
vec2 out_screen_scale = screen_scale;
float output_aspect = global.FinalViewportSize.x / global.FinalViewportSize.y;
if (HSM_2ND_SCREEN_INDEPENDENT_SCALE == 1)
out_screen_scale = DEFAULT_UNCORRECTED_SCREEN_SCALE.y * 0.5 * vec2(screen_aspect / output_aspect, 1);
else
out_screen_scale = screen_scale.y * vec2(screen_aspect / output_aspect, 1);
out_screen_scale *= HSM_2ND_SCREEN_SCALE_OFFSET;
return out_screen_scale;
}
float HSM_GetIsCorePreppedSizeVertical(float screen_index)
{
vec2 rotated_original_size = HSM_GetRotatedScreenCorePreppedSize(screen_index);
float aspect_ratio = rotated_original_size.x / rotated_original_size.y;
return aspect_ratio < 1 ? 1 : 0;
}
bool HSM_ResolutionIsEqual(vec2 in_res, vec2 match_res)
{
return (in_res == match_res);
}
float HSM_GetScreenAspect(float screen_index, vec2 cropped_size)
{
vec2 original_size = HSM_GetRotatedCoreOriginalSize();
vec2 rotated_original_size = HSM_GetRotatedCoreOriginalSize();
float core_aspect_ratio = rotated_original_size.x / rotated_original_size.y;
float core_aspect_horizontal = (core_aspect_ratio < 1) ? 1 / core_aspect_ratio : core_aspect_ratio;
float horizontal_aspect = 0;
vec2 atari_lynx_res = vec2(160, 102);
vec2 atari_2600_res = vec2(160, 228);
vec2 atari_2600_crop_res = vec2(152, 228);
vec2 nintendo_gameboy_advance_res = vec2(240, 160);
vec2 nintendo_gameboy_res = vec2(160, 144);
vec2 nintendo_ds_res = vec2(256, 192);
vec2 nintendo_ds_top_bottom_res = vec2(256, 384);
vec2 nintendo_ds_side_by_side_res = vec2(512, 192);
vec2 nintendo_3ds_top_res = vec2(400, 240);
vec2 nintendo_3ds_bottom_res = vec2(320, 240);
vec2 nintendo_3ds_top_bottom_res = vec2(400, 480);
vec2 nintendo_3ds_side_by_side_res = vec2(720, 240);
vec2 sega_saturn_fmv_res = vec2(352, 480);
vec2 sony_psp = vec2(480, 272);
vec2 sony_ps_fmv_res = vec2(320, 480);
vec2 sony_ps_fmv_res_2 = vec2(512, 480);
// This should handle some PS games with weird resolutions like Tekken and Driver
float sony_ps_height = 448;
if (HSM_ASPECT_RATIO_MODE == 0)
{
// If the vertical res is larger than 580 is is probably a modern square pixel resolution
// 576 seems to be PAL vertical resolution used sometimes
if (original_size.y > 580) horizontal_aspect = core_aspect_horizontal;
else if (HSM_ResolutionIsEqual(sony_psp, original_size)) horizontal_aspect = core_aspect_horizontal;
else if (HSM_ResolutionIsEqual(nintendo_gameboy_advance_res, original_size)) horizontal_aspect = core_aspect_horizontal;
else if (HSM_ResolutionIsEqual(nintendo_gameboy_res, original_size)) horizontal_aspect = core_aspect_horizontal;
else if (HSM_ResolutionIsEqual(nintendo_ds_res, original_size)) horizontal_aspect = core_aspect_horizontal;
else if (HSM_ResolutionIsEqual(nintendo_ds_top_bottom_res, original_size)) horizontal_aspect = core_aspect_horizontal;
else if (HSM_ResolutionIsEqual(nintendo_ds_side_by_side_res, original_size)) horizontal_aspect = core_aspect_horizontal;
else if (HSM_ResolutionIsEqual(nintendo_3ds_top_res, original_size)) horizontal_aspect = core_aspect_horizontal;
else if (HSM_ResolutionIsEqual(nintendo_3ds_bottom_res, original_size)) horizontal_aspect = core_aspect_horizontal;
else if (HSM_ResolutionIsEqual(nintendo_3ds_top_bottom_res, original_size)) horizontal_aspect = core_aspect_horizontal;
else if (HSM_ResolutionIsEqual(nintendo_3ds_side_by_side_res, original_size)) horizontal_aspect = core_aspect_horizontal;
else if (HSM_ResolutionIsEqual(atari_lynx_res, original_size)) horizontal_aspect = core_aspect_horizontal;
else if (HSM_ResolutionIsEqual(atari_2600_res, original_size)) horizontal_aspect = 1.333;
else if (HSM_ResolutionIsEqual(atari_2600_crop_res, original_size)) horizontal_aspect = 1.333;
else if (HSM_ResolutionIsEqual(sony_ps_fmv_res, original_size)) horizontal_aspect = 1.333;
else if (HSM_ResolutionIsEqual(sony_ps_fmv_res_2, original_size)) horizontal_aspect = 1.333;
else if (original_size.y == sony_ps_height) horizontal_aspect = 1.333;
// Fall back to the explicit ratio
else horizontal_aspect = HSM_ASPECT_RATIO_EXPLICIT;
}
else
if (HSM_ASPECT_RATIO_MODE == 1) horizontal_aspect = HSM_ASPECT_RATIO_EXPLICIT;
else if (HSM_ASPECT_RATIO_MODE == 2) horizontal_aspect = 1.3333;
else if (HSM_ASPECT_RATIO_MODE == 3) horizontal_aspect = 1.5;
else if (HSM_ASPECT_RATIO_MODE == 4) horizontal_aspect = 1.7777;
else if (HSM_ASPECT_RATIO_MODE == 5) horizontal_aspect = cropped_size.x / cropped_size.y;
else if (HSM_ASPECT_RATIO_MODE == 6) horizontal_aspect = global.FinalViewportSize.x / global.FinalViewportSize.y;
else horizontal_aspect = 1.333;
// Find what the vertical aspect would be, either the current horizontal_aspect (if it's already vertical)
// Or changing the horizontal aspect to vertical by taking the reciprocal
float vertical_aspect = 1 / horizontal_aspect;
float final_orientation = HSM_ASPECT_RATIO_ORIENTATION;
if (HSM_ASPECT_RATIO_ORIENTATION < 0.5)
{
// Catch for Atari 2600 - Stella Emulator which would otherwise show up as a vertical aspect ratio
if (
HSM_ResolutionIsEqual(atari_2600_res, original_size) ||
HSM_ResolutionIsEqual(atari_2600_crop_res, original_size) ||
HSM_ResolutionIsEqual(sega_saturn_fmv_res, original_size) ||
HSM_ResolutionIsEqual(sony_ps_fmv_res, original_size) ||
HSM_ResolutionIsEqual(sony_ps_fmv_res_2, original_size) ||
original_size.y == sony_ps_height
)
{
final_orientation = 1;
}
else
{
final_orientation = (HSM_GetIsCorePreppedSizeVertical(screen_index) > 0.5) ? 2 : 1;
}
}
float final_aspect_ratio = (final_orientation < 1.5) ? horizontal_aspect : vertical_aspect;
return final_aspect_ratio;
}
int HSM_IsCoordIn2DRange(vec2 in_coord, vec4 in_2d_range)
{
return (in_coord.x > in_2d_range.x &&
in_coord.y > in_2d_range.y &&
in_coord.x < in_2d_range.z &&
in_coord.y < in_2d_range.w ) ? 1 : 0;
}
// HSM_CROP_BLACK_ONLY
vec4 HSM_GetBlackOnlyCropInPixels(sampler2D in_sampler_2D, vec2 sample_start_pixel_coord, vec2 window_size, float num_samples, vec4 max_crop)
{
// HSM_GetTexSampleFromSampleStartAndSize(sampler2D in_sampler, vec2 in_screen_coord, vec2 sample_start_pixel_coord, vec2 window_size)
// Working except Bottom and Right edges jump back and forth and are not very accurate
vec4 tex_sample = vec4(0);
float brightness = 0;
float test_crop = 0;
float crop_left_px = max_crop.x;
float crop_top_px = max_crop.y;
float crop_right_px = max_crop.z;
float crop_bottom_px = max_crop.w;
// Should use as many samples as crop pixels
float final_crop_left_px = crop_left_px;
test_crop = crop_left_px;
for (int i=0; i < crop_left_px; i++)
{
tex_sample = HSM_GetTexSampleFromSampleStartAndSize(in_sampler_2D, vec2((test_crop - 0.5) / window_size.x, 0.5), sample_start_pixel_coord, window_size);
brightness = tex_sample.r + tex_sample.g + tex_sample.b;
if (brightness > HSM_CROP_BLACK_THRESHOLD)
{
final_crop_left_px = min(final_crop_left_px, test_crop);
}
test_crop -= 1;
}
final_crop_left_px -= 1;
float final_crop_top_px = crop_top_px;
test_crop = crop_top_px;
for (int i=0; i < crop_top_px; i++)
{
tex_sample = HSM_GetTexSampleFromSampleStartAndSize(in_sampler_2D, vec2(0.5, (test_crop - 0.5) / window_size.y), sample_start_pixel_coord, window_size);
brightness = tex_sample.r + tex_sample.g + tex_sample.b;
if (brightness > HSM_CROP_BLACK_THRESHOLD)
{
final_crop_top_px = test_crop;
}
test_crop -= 1;
}
final_crop_top_px -= 1;
float final_crop_right_px = crop_right_px;
test_crop = crop_right_px;
for (int i=0; i < crop_right_px; i++)
{
tex_sample = HSM_GetTexSampleFromSampleStartAndSize(in_sampler_2D, vec2((window_size.x - test_crop + 0.5) / window_size.x, 0.5), sample_start_pixel_coord, window_size);
brightness = tex_sample.r + tex_sample.g + tex_sample.b;
if (brightness > HSM_CROP_BLACK_THRESHOLD)
{
final_crop_right_px = test_crop;
}
test_crop -= 1;
}
final_crop_right_px -= 2;
float final_crop_bottom_px = crop_bottom_px;
test_crop = crop_bottom_px;
for (int i=0; i < crop_bottom_px; i++)
{
tex_sample = HSM_GetTexSampleFromSampleStartAndSize(in_sampler_2D, vec2(0.5, (window_size.y - test_crop + 0.5) / window_size.y), sample_start_pixel_coord, window_size);
brightness = tex_sample.r + tex_sample.g + tex_sample.b;
if (brightness > 0)
{
final_crop_bottom_px = test_crop;
}
test_crop -= 1;
}
final_crop_bottom_px -= 2;
return clamp(vec4(final_crop_left_px, final_crop_top_px, final_crop_right_px, final_crop_bottom_px), 0, 512);
}
void HSM_GetCroppedRotatedSizeAndPixelSampleAreaStart(float screen_index, sampler2D original_pass, inout vec2 cropped_rotated_size, inout vec2 cropped_rotated_size_with_res_mult, inout vec2 cropped_sample_area_start )
{
screen_index = HSM_GetSwappedScreenIndex(screen_index);
vec2 rotated_negative_crop_added_size = HSM_GetRotatedNegativeCropAddedSize();
float default_crop_left_px = floor(MAX_NEGATIVE_CROP * rotated_negative_crop_added_size.x);
float default_crop_top_px = floor(MAX_NEGATIVE_CROP * rotated_negative_crop_added_size.y);
float default_crop_right_px = floor(MAX_NEGATIVE_CROP * rotated_negative_crop_added_size.x);
float default_crop_bottom_px = floor(MAX_NEGATIVE_CROP * rotated_negative_crop_added_size.y);
float zoom_crop_left_px = floor(HSM_CROP_PERCENT_ZOOM * rotated_negative_crop_added_size.x);
float zoom_crop_top_px = floor(HSM_CROP_PERCENT_ZOOM * rotated_negative_crop_added_size.y);
float zoom_crop_right_px = floor(HSM_CROP_PERCENT_ZOOM * rotated_negative_crop_added_size.x);
float zoom_crop_bottom_px = floor(HSM_CROP_PERCENT_ZOOM * rotated_negative_crop_added_size.y);
float crop_left_px = floor(HSM_CROP_PERCENT_LEFT * rotated_negative_crop_added_size.x);
float crop_top_px = floor(HSM_CROP_PERCENT_TOP * rotated_negative_crop_added_size.y);
float crop_right_px = floor(HSM_CROP_PERCENT_RIGHT * rotated_negative_crop_added_size.x);
float crop_bottom_px = floor(HSM_CROP_PERCENT_BOTTOM * rotated_negative_crop_added_size.y);
float final_crop_left_px = 0;
float final_crop_top_px = 0;
float final_crop_right_px = 0;
float final_crop_bottom_px = 0;
cropped_rotated_size = vec2(100);
cropped_sample_area_start = vec2(100);
if (HSM_DUALSCREEN_MODE > 0)
{
float zoom_crop = 0;
if (screen_index == 2)
{
crop_left_px = floor(HSM_2ND_SCREEN_CROP_PERCENT_LEFT * rotated_negative_crop_added_size.x);
crop_top_px = floor(HSM_2ND_SCREEN_CROP_PERCENT_TOP * rotated_negative_crop_added_size.y);
crop_right_px = floor(HSM_2ND_SCREEN_CROP_PERCENT_RIGHT * rotated_negative_crop_added_size.x);
crop_bottom_px = floor(HSM_2ND_SCREEN_CROP_PERCENT_BOTTOM * rotated_negative_crop_added_size.y);
zoom_crop = HSM_2ND_SCREEN_CROP_PERCENT_ZOOM;
if (HSM_GetCoreImageSplitDirection() == 1)
{
default_crop_top_px = floor(rotated_negative_crop_added_size.y * (0.5 - HSM_DUALSCREEN_CORE_IMAGE_SPLIT_OFFSET));
crop_top_px = floor(crop_top_px / 2);
crop_bottom_px = floor(crop_bottom_px / 2);
}
else
{
default_crop_left_px = floor(rotated_negative_crop_added_size.x * (0.5 - HSM_DUALSCREEN_CORE_IMAGE_SPLIT_OFFSET));
crop_left_px = floor(crop_left_px / 2);
crop_right_px = floor(crop_right_px / 2);
}
}
else
{
zoom_crop = HSM_CROP_PERCENT_ZOOM;
if (HSM_GetCoreImageSplitDirection() == 1)
{
default_crop_bottom_px = floor(rotated_negative_crop_added_size.y * (0.5 + HSM_DUALSCREEN_CORE_IMAGE_SPLIT_OFFSET));
crop_top_px = floor(crop_top_px / 2);
crop_bottom_px = floor(crop_bottom_px / 2);
}
else
{
default_crop_right_px = floor(rotated_negative_crop_added_size.x * (0.5 + HSM_DUALSCREEN_CORE_IMAGE_SPLIT_OFFSET));
crop_left_px = floor(crop_left_px / 2);
crop_right_px = floor(crop_right_px / 2);
}
}
vec2 base_cropped_size = rotated_negative_crop_added_size - vec2(final_crop_left_px + final_crop_right_px, final_crop_top_px + final_crop_bottom_px);
if (HSM_GetCoreImageSplitDirection() == 1)
{
zoom_crop_top_px = floor(base_cropped_size.x * zoom_crop / 2);
}
else
{
zoom_crop_left_px = floor(base_cropped_size.y * zoom_crop / 2);
}
zoom_crop_right_px = zoom_crop_left_px;
zoom_crop_bottom_px = zoom_crop_top_px;
// TODO currently overwriting split screen
final_crop_top_px += default_crop_top_px + crop_top_px + zoom_crop_top_px;
final_crop_left_px += default_crop_left_px + crop_left_px + zoom_crop_left_px;
final_crop_right_px += default_crop_right_px + crop_right_px + zoom_crop_right_px;
final_crop_bottom_px += default_crop_bottom_px + crop_bottom_px + zoom_crop_bottom_px;
}
else
{
// No Cropping
if (HSM_CROP_MODE == 0)
{
final_crop_left_px = default_crop_left_px;
final_crop_top_px = default_crop_top_px;
final_crop_right_px = default_crop_right_px;
final_crop_bottom_px = default_crop_bottom_px;
}
// Crop Only Black
else if (HSM_CROP_MODE == 1)
{
// vec4 max_crop = vec4(crop_left_px + zoom_crop_left_px, crop_top_px + zoom_crop_top_px, crop_right_px + zoom_crop_right_px, crop_bottom_px + zoom_crop_bottom_px);
vec4 max_crop = vec4(default_crop_left_px + crop_left_px + zoom_crop_left_px, default_crop_top_px + crop_top_px + zoom_crop_top_px, default_crop_right_px + crop_right_px + zoom_crop_right_px, default_crop_bottom_px + crop_bottom_px + zoom_crop_bottom_px);
// Start and window where we are going to test for the black area
// vec2 black_sample_start_coord_px = vec2(default_crop_left_px, default_crop_top_px);
// vec2 black_sample_window = rotated_negative_crop_added_size - vec2(default_crop_left_px + default_crop_right_px, default_crop_top_px + default_crop_bottom_px);
vec2 black_sample_start_coord_px = vec2(0);
vec2 black_sample_window = rotated_negative_crop_added_size;
vec4 cropping = HSM_GetBlackOnlyCropInPixels(original_pass, black_sample_start_coord_px, black_sample_window, 100, max_crop);
final_crop_left_px = cropping.x;
final_crop_top_px = cropping.y;
final_crop_right_px = cropping.z;
final_crop_bottom_px = cropping.w;
}
else
{
final_crop_top_px = default_crop_top_px + crop_top_px + zoom_crop_top_px;
final_crop_left_px = default_crop_left_px + crop_left_px + zoom_crop_left_px;
final_crop_bottom_px = default_crop_bottom_px + crop_bottom_px + zoom_crop_bottom_px;
final_crop_right_px = default_crop_right_px + crop_right_px + zoom_crop_right_px;
}
}
// Make sure we don't actually negatively crop
final_crop_top_px = clamp(final_crop_top_px, 0, 20000);
final_crop_bottom_px = clamp(final_crop_bottom_px, 0, 20000);
final_crop_left_px = clamp(final_crop_left_px, 0, 20000);
final_crop_right_px = clamp(final_crop_right_px, 0, 20000);
cropped_rotated_size = rotated_negative_crop_added_size - vec2(final_crop_left_px + final_crop_right_px, final_crop_top_px + final_crop_bottom_px);
cropped_sample_area_start = vec2(final_crop_left_px, final_crop_top_px);
vec2 sampling_mult = HSM_GetResMult();
sampling_mult = HSM_ROTATE_CORE_IMAGE == 1 ? sampling_mult.yx : sampling_mult.xy;
cropped_rotated_size_with_res_mult = ceil(cropped_rotated_size * sampling_mult.xy);
}
float HSM_GetParameterSum()
{
float out_sum = (0
+ HSM_GLOBAL_GRAPHICS_BRIGHTNESS * 100
+ HSM_STATIC_LAYERS_GAMMA
// Night Lighting
+ HSM_AMBIENT_LIGHTING_OPACITY * 100
+ HSM_AMBIENT1_OPACITY * 100
+ HSM_AMBIENT2_OPACITY * 100
+ HSM_AMBIENT_LIGHTING_SWAP_IMAGE_MODE
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
2022-07-29 11:56:28 +10:00
2022-06-25 10:06:45 +10:00
// Zoom & Pan
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
2022-07-29 11:56:28 +10:00
+ HSM_VIEWPORT_ZOOM * 100
2022-06-25 10:06:45 +10:00
+ HSM_VIEWPORT_POSITION_X * 1000
+ HSM_VIEWPORT_POSITION_Y * 1000
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
2022-07-29 11:56:28 +10:00
// FLIP & ROTATE
2022-06-25 10:06:45 +10:00
+ HSM_FLIP_VIEWPORT_VERTICAL
+ HSM_FLIP_VIEWPORT_HORIZONTAL
// + HSM_FLIP_CORE_VERTICAL
// + HSM_FLIP_CORE_HORIZONTAL
// + HSM_ROTATE_CORE_IMAGE
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
2022-07-29 11:56:28 +10:00
// ASPECT RATIO
2022-06-25 10:06:45 +10:00
+ HSM_ASPECT_RATIO_ORIENTATION
+ HSM_ASPECT_RATIO_MODE
+ HSM_ASPECT_RATIO_EXPLICIT
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
2022-07-29 11:56:28 +10:00
// SCALING
2022-06-25 10:06:45 +10:00
+ HSM_INT_SCALE_MODE
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
2022-07-29 11:56:28 +10:00
+ HSM_VERTICAL_PRESET
// Integer Scale
+ HSM_INT_SCALE_MAX_HEIGHT
2022-06-25 10:06:45 +10:00
+ HSM_INT_SCALE_MULTIPLE_OFFSET
+ HSM_INT_SCALE_MULTIPLE_OFFSET_LONG
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
2022-07-29 11:56:28 +10:00
// Non Integer Scale
2022-06-25 10:06:45 +10:00
+ HSM_NON_INTEGER_SCALE
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
2022-07-29 11:56:28 +10:00
+ HSM_USE_PHYSICAL_SIZE_FOR_NON_INTEGER
+ HSM_PHYSICAL_MONITOR_ASPECT_RATIO
+ HSM_PHYSICAL_MONITOR_DIAGONAL_SIZE
+ HSM_PHYSICAL_SIM_TUBE_DIAGONAL_SIZE
// Extended Scale
+ HSM_USE_IMAGE_FOR_PLACEMENT
+ HSM_PLACEMENT_IMAGE_USE_HORIZONTAL
+ HSM_PLACEMENT_IMAGE_MODE
// Non Integer Scale Offset
+ HSM_NON_INTEGER_SCALE_OFFSET * 100
// Snap to Integer Scale
+ HSM_USE_SNAP_TO_CLOSEST_INT_SCALE
+ HSM_SNAP_TO_CLOSEST_INT_SCALE_TOLERANCE
2022-06-25 10:06:45 +10:00
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
2022-07-29 11:56:28 +10:00
// Position
+ HSM_SCREEN_POSITION_X * 1000
+ HSM_SCREEN_POSITION_Y * 1000
2022-06-25 10:06:45 +10:00
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
2022-07-29 11:56:28 +10:00
// CROPPING
2022-06-25 10:06:45 +10:00
+ HSM_CROP_MODE
+ HSM_CROP_PERCENT_ZOOM * 100
+ HSM_CROP_PERCENT_TOP * 100
+ HSM_CROP_PERCENT_BOTTOM * 100
+ HSM_CROP_PERCENT_LEFT * 100
+ HSM_CROP_PERCENT_RIGHT * 100
+ HSM_CROP_BLACK_THRESHOLD * 100
// + HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR
// + HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR
2022-06-25 10:06:45 +10:00
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
2022-07-29 11:56:28 +10:00
// CURVATURE
+ HSM_CURVATURE_MODE
2022-06-25 10:06:45 +10:00
+ HSM_CURVATURE_2D_SCALE_LONG_AXIS * 100
+ HSM_CURVATURE_2D_SCALE_SHORT_AXIS * 100
+ HSM_CURVATURE_3D_RADIUS * 100
+ HSM_CURVATURE_3D_VIEW_DIST * 100
+ HSM_CURVATURE_3D_TILT_ANGLE_X * 100
+ HSM_CURVATURE_3D_TILT_ANGLE_Y * 100
// + HSM_AB_COMPARE_SHOW_MODE
2022-06-25 10:06:45 +10:00
+ HSM_AB_COMPARE_AREA
+ HSM_AB_COMPARE_SPLIT_POSITION
+ HSM_AB_COMPARE_FREEZE_GRAPHICS
// // TUBE DIFFUSE
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
2022-07-29 11:56:28 +10:00
// + HSM_TUBE_DIFFUSE_OPACITY
// + HSM_TUBE_DIFFUSE_MODE
2022-06-25 10:06:45 +10:00
// + HSM_TUBE_DIFFUSE_IMAGE_DUALSCREEN_VIS_MODE
// + HSM_TUBE_DIFFUSE_IMAGE_COLORIZE_ON
// + HSM_TUBE_DIFFUSE_IMAGE_HUE
// + HSM_TUBE_DIFFUSE_IMAGE_SATURATION
// + HSM_TUBE_DIFFUSE_IMAGE_BRIGHTNESS
// + HSM_TUBE_DIFFUSE_IMAGE_GAMMA
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
2022-07-29 11:56:28 +10:00
+ HSM_TUBE_EMPTY_THICKNESS
+ HSM_TUBE_EMPTY_THICKNESS_X_SCALE
+ HSM_TUBE_DIFFUSE_FORCE_ASPECT
+ HSM_TUBE_EXPLICIT_ASPECT
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Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
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// SCREEN BLACK EDGE
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+ HSM_GLOBAL_CORNER_RADIUS
+ HSM_TUBE_BLACK_EDGE_CORNER_RADIUS_SCALE * 100
+ HSM_TUBE_BLACK_EDGE_SHARPNESS * 100
+ HSM_TUBE_BLACK_EDGE_CURVATURE_SCALE * 100
+ HSM_TUBE_BLACK_EDGE_THICKNESS * 100
+ HSM_TUBE_BLACK_EDGE_THICKNESS_X_SCALE * 100
// // DUAL SCREEN
+ HSM_DUALSCREEN_MODE
+ HSM_DUALSCREEN_CORE_IMAGE_SPLIT_MODE
+ HSM_DUALSCREEN_CORE_IMAGE_SWAP_SCREENS
+ HSM_DUALSCREEN_CORE_IMAGE_SPLIT_OFFSET * 1000
+ HSM_DUALSCREEN_VIEWPORT_SPLIT_LOCATION * 1000
+ HSM_DUALSCREEN_SHIFT_POSITION_WITH_SCALE
+ HSM_DUALSCREEN_POSITION_OFFSET_BETWEEN_SCREENS * 1000
+ HSM_2ND_SCREEN_ASPECT_RATIO_MODE
+ HSM_2ND_SCREEN_INDEPENDENT_SCALE
+ HSM_2ND_SCREEN_SCALE_OFFSET * 100
+ HSM_2ND_SCREEN_POS_X * 1000
+ HSM_2ND_SCREEN_POS_Y * 1000
+ HSM_2ND_SCREEN_CROP_PERCENT_ZOOM * 100
+ HSM_2ND_SCREEN_CROP_PERCENT_TOP * 100
+ HSM_2ND_SCREEN_CROP_PERCENT_BOTTOM * 100
+ HSM_2ND_SCREEN_CROP_PERCENT_LEFT * 100
+ HSM_2ND_SCREEN_CROP_PERCENT_RIGHT * 100
// AMBIENT LIGHTING 1
+ HSM_AMBIENT1_HUE * 360
+ HSM_AMBIENT1_SATURATION * 100
+ HSM_AMBIENT1_VALUE * 100
+ HSM_AMBIENT1_CONTRAST
+ HSM_AMBIENT1_SCALE_KEEP_ASPECT
+ HSM_AMBIENT1_SCALE_INHERIT_MODE
+ HSM_AMBIENT1_SCALE * 100
+ HSM_AMBIENT1_SCALE_X * 100
+ HSM_AMBIENT1_ROTATE
+ HSM_AMBIENT1_MIRROR_HORZ
+ HSM_AMBIENT1_POS_INHERIT_MODE
+ HSM_AMBIENT1_POSITION_X * 1000
+ HSM_AMBIENT1_POSITION_Y * 1000
+ HSM_AMBIENT1_DITHERING_SAMPLES
// AMBIENT LIGHTING 2
+ HSM_AMBIENT2_HUE * 360
+ HSM_AMBIENT2_SATURATION * 100
+ HSM_AMBIENT2_VALUE * 100
+ HSM_AMBIENT2_CONTRAST
+ HSM_AMBIENT2_SCALE_KEEP_ASPECT
+ HSM_AMBIENT2_SCALE_INHERIT_MODE
+ HSM_AMBIENT2_SCALE * 100
+ HSM_AMBIENT2_SCALE_X * 100
+ HSM_AMBIENT2_ROTATE
+ HSM_AMBIENT2_MIRROR_HORZ
+ HSM_AMBIENT2_POS_INHERIT_MODE
+ HSM_AMBIENT2_POSITION_X * 1000
+ HSM_AMBIENT2_POSITION_Y * 1000
// BEZEL INDEPENDENT SCALE
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+ HSM_BZL_USE_INDEPENDENT_SCALE
+ HSM_BZL_INDEPENDENT_SCALE * 100
+ HSM_BZL_USE_INDEPENDENT_CURVATURE
+ HSM_BZL_INDEPENDENT_CURVATURE_SCALE_LONG_AXIS * 100
+ HSM_BZL_INDEPENDENT_CURVATURE_SCALE_SHORT_AXIS * 100
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
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// BEZEL GENERAL
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+ HSM_BZL_OPACITY * 100
+ HSM_BZL_BLEND_MODE
+ HSM_BZL_WIDTH / 0.0008624
+ HSM_BZL_HEIGHT / 0.0008732
+ HSM_BZL_SCALE_OFFSET * 100
+ HSM_BZL_INNER_CURVATURE_SCALE * 100
+ HSM_BZL_INNER_CORNER_RADIUS_SCALE * 100
#ifdef HAS_BEZEL_PARAMS
// Bezel Params not in Screen Scale
+ HSM_BZL_INNER_EDGE_THICKNESS / 0.00007
+ HSM_BZL_INNER_EDGE_SHARPNESS * 100
+ HSM_BZL_OUTER_POSITION_Y * 2000
+ HSM_BZL_OUTER_CURVATURE_SCALE * 100
+ HSM_BZL_OUTER_CORNER_RADIUS_SCALE * 100
+ HSM_BZL_BRIGHTNESS * 100
+ HSM_BZL_HIGHLIGHT * 100
+ HSM_BZL_NOISE * 100
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+ HSM_BZL_INNER_EDGE_SHADOW * 100
// Bezel Color
+ HSM_BZL_COLOR_HUE * 360
+ HSM_BZL_COLOR_SATURATION * 100
+ HSM_BZL_COLOR_VALUE * 100
+ HSM_BZL_AMBIENT_LIGHTING_MULTIPLIER * 100
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
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+ HSM_BZL_AMBIENT2_LIGHTING_MULTIPLIER * 100
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// Frame Color
+ HSM_FRM_USE_INDEPENDENT_COLOR
+ HSM_FRM_COLOR_HUE * 360
+ HSM_FRM_COLOR_SATURATION * 100
+ HSM_FRM_COLOR_VALUE * 100
// Generated Frame
+ HSM_FRM_OPACITY * 100
+ HSM_FRM_BLEND_MODE
+ HSM_FRM_TEXTURE_OPACITY * 100
+ HSM_FRM_TEXTURE_BLEND_MODE
+ HSM_FRM_NOISE * 100
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+ HSM_FRM_INNER_EDGE_THICKNESS / 0.00003
+ HSM_FRM_THICKNESS / 0.0007
+ HSM_FRM_THICKNESS_SCALE_X * 100
+ HSM_FRM_OUTER_POS_Y * 100
+ HSM_FRM_OUTER_CURVATURE_SCALE * 100
+ HSM_FRM_OUTER_CORNER_RADIUS
+ HSM_FRM_OUTER_EDGE_THICKNESS / 0.00006
+ HSM_FRM_OUTER_EDGE_SHADING * 100
+ HSM_FRM_SHADOW_OPACITY * 100
+ HSM_FRM_SHADOW_WIDTH * 1000
// Corner
// + HSM_REFLECT_CORNER_FADE * 100
// + HSM_REFLECT_CORNER_FADE_DISTANCE * 100
// + HSM_REFLECT_CORNER_INNER_SPREAD * 100
// + HSM_REFLECT_CORNER_OUTER_SPREAD * 100
// + HSM_REFLECT_CORNER_ROTATION_OFFSET_TOP
// + HSM_REFLECT_CORNER_ROTATION_OFFSET_BOTTOM
// + HSM_REFLECT_CORNER_SPREAD_FALLOFF
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#endif
#ifdef HAS_IMAGE_LAYER_PARAMS
// Layer Order
+ HSM_BG_LAYER_ORDER
+ HSM_VIEWPORT_VIGNETTE_LAYER_ORDER
+ HSM_CRT_LAYER_ORDER
+ HSM_DEVICE_LAYER_ORDER
+ HSM_CAB_GLASS_LAYER_ORDER
+ HSM_DECAL_LAYER_ORDER
+ HSM_LED_LAYER_ORDER
+ HSM_TOP_LAYER_ORDER
// Background
+ HSM_BG_OPACITY
+ HSM_BG_COLORIZE_ON
+ HSM_BG_HUE * 360
+ HSM_BG_SATURATION * 100
+ HSM_BG_BRIGHTNESS * 100
+ HSM_BG_GAMMA
+ HSM_BG_AMBIENT_LIGHTING_MULTIPLIER * 100
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
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+ HSM_BG_AMBIENT2_LIGHTING_MULTIPLIER * 100
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+ HSM_BG_APPLY_AMBIENT_IN_ADD_MODE
+ HSM_BG_BLEND_MODE
+ HSM_BG_SOURCE_MATTE_TYPE
+ HSM_BG_MASK_MODE
+ HSM_BG_CUTOUT_MODE
+ HSM_BG_DUALSCREEN_VIS_MODE
+ HSM_BG_SCALE_MODE
+ HSM_BG_SCALE_FULL_WITH_ZOOM
+ HSM_BG_FILL_MODE
+ HSM_BG_SCALE_KEEP_ASPECT
+ HSM_BG_SCALE * 100
+ HSM_BG_SCALE_X * 100
+ HSM_BG_POS_X * 100
+ HSM_BG_POS_Y * 100
+ HSM_BG_MIRROR_WRAP
+ HSM_BG_MIPMAPPING_BLEND_BIAS
// Background Vignette
+ HSM_VIEWPORT_VIGNETTE_OPACITY * 100
+ HSM_VIEWPORT_VIGNETTE_MASK_MODE
+ HSM_VIEWPORT_VIGNETTE_CUTOUT_MODE
+ HSM_VIEWPORT_VIGNETTE_SCALE_MODE
+ HSM_VIEWPORT_VIGNETTE_SCALE * 100
+ HSM_VIEWPORT_VIGNETTE_SCALE_X * 100
+ HSM_VIEWPORT_VIGNETTE_POS_X * 100
+ HSM_VIEWPORT_VIGNETTE_POS_Y * 100
// Cutout
+ HSM_CUTOUT_ASPECT_MODE
+ HSM_CUTOUT_EXPLICIT_ASPECT
+ HSM_CUTOUT_SCALE_MODE
+ HSM_CUTOUT_SCALE_FULL_WITH_ZOOM
+ HSM_CUTOUT_KEEP_ASPECT
+ HSM_CUTOUT_SCALE * 100
+ HSM_CUTOUT_SCALE_X * 100
+ HSM_CUTOUT_POS_X * 400
+ HSM_CUTOUT_POS_Y * 400
+ HSM_CUTOUT_CORNER_RADIUS
// LED
+ HSM_LED_OPACITY * 100
+ HSM_LED_COLORIZE_ON
+ HSM_LED_HUE * 360
+ HSM_LED_SATURATION * 100
+ HSM_LED_BRIGHTNESS * 100
+ HSM_LED_GAMMA
+ HSM_LED_AMBIENT_LIGHTING_MULTIPLIER * 100
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
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+ HSM_LED_AMBIENT2_LIGHTING_MULTIPLIER * 100
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+ HSM_LED_APPLY_AMBIENT_IN_ADD_MODE
+ HSM_LED_BLEND_MODE
+ HSM_LED_SOURCE_MATTE_TYPE
+ HSM_LED_MASK_MODE
+ HSM_LED_CUTOUT_MODE
+ HSM_LED_DUALSCREEN_VIS_MODE
+ HSM_LED_SCALE_MODE
+ HSM_LED_SCALE_FULL_WITH_ZOOM
+ HSM_LED_SCALE_KEEP_ASPECT
+ HSM_LED_FILL_MODE
+ HSM_LED_SCALE * 100
+ HSM_LED_SCALE_X * 100
+ HSM_LED_POS_X * 100
+ HSM_LED_POS_Y * 100
+ HSM_LED_MIPMAPPING_BLEND_BIAS
// Device
+ HSM_DEVICE_OPACITY * 100
+ HSM_DEVICE_COLORIZE_ON
+ HSM_DEVICE_HUE * 360
+ HSM_DEVICE_SATURATION * 100
+ HSM_DEVICE_BRIGHTNESS * 100
+ HSM_DEVICE_GAMMA
+ HSM_DEVICE_AMBIENT_LIGHTING_MULTIPLIER * 100
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
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+ HSM_DEVICE_AMBIENT2_LIGHTING_MULTIPLIER * 100
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+ HSM_DEVICE_APPLY_AMBIENT_IN_ADD_MODE
+ HSM_DEVICE_BLEND_MODE
+ HSM_DEVICE_SOURCE_MATTE_TYPE
+ HSM_DEVICE_MASK_MODE
+ HSM_DEVICE_CUTOUT_MODE
+ HSM_DEVICE_DUALSCREEN_VIS_MODE
+ HSM_DEVICE_SCALE_MODE
+ HSM_DEVICE_SCALE_FULL_WITH_ZOOM
+ HSM_DEVICE_SCALE_KEEP_ASPECT
+ HSM_DEVICE_FILL_MODE
+ HSM_DEVICE_SCALE * 100
+ HSM_DEVICE_SCALE_X * 100
+ HSM_DEVICE_POS_X * 100
+ HSM_DEVICE_POS_Y * 100
+ HSM_DEVICE_COPY_INHERITED_COORD
+ HSM_DEVICE_MIPMAPPING_BLEND_BIAS
// // Decal
+ HSM_DECAL_OPACITY * 100
+ HSM_DECAL_COLORIZE_ON
+ HSM_DECAL_HUE * 360
+ HSM_DECAL_SATURATION * 100
+ HSM_DECAL_BRIGHTNESS * 100
+ HSM_DECAL_GAMMA
+ HSM_DECAL_AMBIENT_LIGHTING_MULTIPLIER * 100
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
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+ HSM_DECAL_AMBIENT2_LIGHTING_MULTIPLIER * 100
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+ HSM_DECAL_APPLY_AMBIENT_IN_ADD_MODE
+ HSM_DECAL_BLEND_MODE
+ HSM_DECAL_SOURCE_MATTE_TYPE
+ HSM_DECAL_MASK_MODE
+ HSM_DECAL_CUTOUT_MODE
+ HSM_DECAL_DUALSCREEN_VIS_MODE
+ HSM_DECAL_SCALE_MODE
+ HSM_DECAL_SCALE_FULL_WITH_ZOOM
+ HSM_DECAL_SCALE_KEEP_ASPECT
+ HSM_DECAL_FILL_MODE
+ HSM_DECAL_SCALE * 100
+ HSM_DECAL_SCALE_X * 100
+ HSM_DECAL_POS_X * 100
+ HSM_DECAL_POS_Y * 100
+ HSM_DECAL_MIPMAPPING_BLEND_BIAS
// // Cab Glass
+ HSM_CAB_GLASS_OPACITY * 100
+ HSM_CAB_GLASS_COLORIZE_ON
+ HSM_CAB_GLASS_HUE * 360
+ HSM_CAB_GLASS_SATURATION * 100
+ HSM_CAB_GLASS_BRIGHTNESS * 100
+ HSM_CAB_GLASS_GAMMA
+ HSM_CAB_GLASS_AMBIENT_LIGHTING_MULTIPLIER * 100
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
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+ HSM_CAB_GLASS_AMBIENT2_LIGHTING_MULTIPLIER * 100
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+ HSM_CAB_GLASS_APPLY_AMBIENT_IN_ADD_MODE
+ HSM_CAB_GLASS_BLEND_MODE
+ HSM_CAB_GLASS_SOURCE_MATTE_TYPE
+ HSM_CAB_GLASS_MASK_MODE
+ HSM_CAB_GLASS_CUTOUT_MODE
+ HSM_CAB_GLASS_DUALSCREEN_VIS_MODE
+ HSM_CAB_GLASS_SCALE_MODE
+ HSM_CAB_GLASS_SCALE_FULL_WITH_ZOOM
+ HSM_CAB_GLASS_SCALE_KEEP_ASPECT
+ HSM_CAB_GLASS_FILL_MODE
+ HSM_CAB_GLASS_SCALE * 100
+ HSM_CAB_GLASS_SCALE_X * 100
+ HSM_CAB_GLASS_POS_X * 100
+ HSM_CAB_GLASS_POS_Y * 100
+ HSM_CAB_GLASS_MIPMAPPING_BLEND_BIAS
// Top Image
+ HSM_TOP_OPACITY * 100
+ HSM_TOP_COLORIZE_ON
+ HSM_TOP_HUE * 360
+ HSM_TOP_SATURATION * 100
+ HSM_TOP_BRIGHTNESS * 100
+ HSM_TOP_GAMMA
+ HSM_TOP_AMBIENT_LIGHTING_MULTIPLIER * 100
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
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+ HSM_TOP_AMBIENT2_LIGHTING_MULTIPLIER * 100
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+ HSM_TOP_APPLY_AMBIENT_IN_ADD_MODE
+ HSM_TOP_BLEND_MODE
+ HSM_TOP_SOURCE_MATTE_TYPE
+ HSM_TOP_MASK_MODE
+ HSM_TOP_CUTOUT_MODE
+ HSM_TOP_DUALSCREEN_VIS_MODE
+ HSM_TOP_SCALE_MODE
+ HSM_TOP_SCALE_FULL_WITH_ZOOM
+ HSM_TOP_SCALE_KEEP_ASPECT
+ HSM_TOP_FILL_MODE
+ HSM_TOP_SCALE * 100
+ HSM_TOP_SCALE_X * 100
+ HSM_TOP_POS_X * 100
+ HSM_TOP_POS_Y * 100
+ HSM_TOP_MIRROR_WRAP
+ HSM_TOP_MIPMAPPING_BLEND_BIAS
+ HSM_RENDER_SIMPLE_MODE
+ HSM_LAYERING_DEBUG_MASK_MODE
#endif
);
return out_sum;
}
vec4 HSM_GetColorForScreenInfoCache(vec2 viewport_coord, sampler2D feedback_pass, sampler2D original_pass, sampler2D screen_placement_image)
{
NEGATIVE_CROP_EXPAND_MULTIPLIER = global.NegativeCropAddedPassSize.y / global.DerezedPassSize.y;
MAX_NEGATIVE_CROP = ((1 - (1 / NEGATIVE_CROP_EXPAND_MULTIPLIER)) / 2);
vec4 out_color = vec4(0);
float output_aspect = global.FinalViewportSize.x / global.FinalViewportSize.y;
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vec2 rotated_derezed_size = HSM_GetRotatedScreenDerezedSize();
vec2 cropped_rotated_size_with_res_mult = vec2(100);
vec2 cropped_rotated_size = vec2(100);
vec2 cropped_sample_area_start_pixel_coord = vec2(100);
HSM_GetCroppedRotatedSizeAndPixelSampleAreaStart(1, original_pass, cropped_rotated_size, cropped_rotated_size_with_res_mult, cropped_sample_area_start_pixel_coord);
// First Screen
vec3 screen_pos_and_height = HSM_GetScreenPlacementAndHeight(screen_placement_image, 60);
float screen_aspect = HSM_GetScreenAspect(1, cropped_rotated_size);
vec2 screen_scale = HSM_GetScreenScale(screen_aspect, screen_pos_and_height.z, cropped_rotated_size);
vec2 tube_diffuse_scale = HSM_GetTubeScale(screen_scale, screen_pos_and_height.z, vec2(HSM_TUBE_EMPTY_THICKNESS * HSM_TUBE_EMPTY_THICKNESS_X_SCALE, HSM_TUBE_EMPTY_THICKNESS));
float tube_diffuse_aspect = tube_diffuse_scale.x / tube_diffuse_scale.y * output_aspect;
// TODO need to adjust height in screen_pos_and_height with the tube extra thickness
if (HSM_TUBE_DIFFUSE_FORCE_ASPECT > 0)
{
if ( HSM_TUBE_DIFFUSE_FORCE_ASPECT == 1)
tube_diffuse_aspect = screen_aspect;
if ( HSM_TUBE_DIFFUSE_FORCE_ASPECT == 2)
tube_diffuse_aspect = screen_aspect > 1 ? HSM_TUBE_EXPLICIT_ASPECT : 1.0 / HSM_TUBE_EXPLICIT_ASPECT;
tube_diffuse_scale = vec2( tube_diffuse_scale.y * tube_diffuse_aspect / output_aspect, tube_diffuse_scale.y );
}
vec2 tube_scale = HSM_GetTubeScale(tube_diffuse_scale, screen_pos_and_height.z, vec2(HSM_TUBE_BLACK_EDGE_THICKNESS * HSM_TUBE_BLACK_EDGE_THICKNESS_X_SCALE, HSM_TUBE_BLACK_EDGE_THICKNESS));
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vec2 pos_offset = HSM_GetScreenPositionOffset(screen_pos_and_height.xy, screen_scale, 1);
vec2 rotated_core_preppezd_size = HSM_GetRotatedScreenCorePreppedSize(1);
vec2 cropped_size_with_res_mult_2nd_screen = vec2(100);
vec2 cropped_size_2nd_screen = vec2(100);
vec2 sample_area_start_pixel_coord_2nd_screen = vec2(100);
HSM_GetCroppedRotatedSizeAndPixelSampleAreaStart(2, original_pass, cropped_size_2nd_screen, cropped_size_with_res_mult_2nd_screen, sample_area_start_pixel_coord_2nd_screen);
float screen_aspect_2nd_screen = HSM_2ND_SCREEN_ASPECT_RATIO_MODE == 1 ? cropped_size_2nd_screen.x/cropped_size_2nd_screen.y : screen_aspect;
vec2 screen_scale_2nd_screen = HSM_GetScreenScaleFor2ndScreen(screen_scale, screen_aspect_2nd_screen);
// vec2 tube_scale_2nd_screen = HSM_GetTubeScale(screen_scale_2nd_screen, DEFAULT_UNCORRECTED_SCREEN_SCALE.y, vec2(HSM_TUBE_EMPTY_THICKNESS + HSM_TUBE_BLACK_EDGE_THICKNESS) * vec2(HSM_TUBE_EMPTY_THICKNESS_X_SCALE * HSM_TUBE_BLACK_EDGE_THICKNESS_X_SCALE, 1));
// vec2 black_edge_scale_2nd_screen = HSM_GetTubeScale(screen_scale_2nd_screen, DEFAULT_UNCORRECTED_SCREEN_SCALE.y, vec2(HSM_TUBE_EMPTY_THICKNESS) * vec2(HSM_TUBE_EMPTY_THICKNESS_X_SCALE, 1));
// New
vec2 tube_diffuse_scale_2nd_screen = HSM_GetTubeScale(screen_scale_2nd_screen, DEFAULT_UNCORRECTED_SCREEN_SCALE.y, vec2(HSM_TUBE_EMPTY_THICKNESS * HSM_TUBE_EMPTY_THICKNESS_X_SCALE, HSM_TUBE_EMPTY_THICKNESS));
vec2 tube_scale_2nd_screen = HSM_GetTubeScale(tube_diffuse_scale_2nd_screen, DEFAULT_UNCORRECTED_SCREEN_SCALE.y, vec2(HSM_TUBE_BLACK_EDGE_THICKNESS * HSM_TUBE_BLACK_EDGE_THICKNESS_X_SCALE, HSM_TUBE_BLACK_EDGE_THICKNESS));
float tube_aspect_2nd_screen = tube_scale_2nd_screen.x / tube_scale_2nd_screen.y * output_aspect;
// TODO need to add tube diffuse aspect to cache data
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vec2 pos_offset_2nd_screen = HSM_GetScreenPositionOffset(vec2(0.5, 0.5), screen_scale_2nd_screen, 2);
vec4 sample_2d_range = vec4(0);
// Sample 1, 1
// r AVERAGE_LUMA
sample_2d_range = HSM_GetCacheSampleRange(1, 1);
if (HSM_IsCoordIn2DRange(viewport_coord, sample_2d_range) == 1)
{
out_color.r = HSM_GetAverageLuma(original_pass, global.NegativeCropAddedPassSize.xy);
}
// Sample 2, 1
// r SCREEN_ASPECT
// ba SCREEN_SCALE
sample_2d_range = HSM_GetCacheSampleRange(2, 1);
if (HSM_IsCoordIn2DRange(viewport_coord, sample_2d_range) == 1)
{
out_color.r = screen_aspect;
out_color.ba = screen_scale;
}
// Sample 3, 1
// rg TUBE_SCALE
// ba SCREEN_POS_OFFSET
sample_2d_range = HSM_GetCacheSampleRange(3, 1);
if (HSM_IsCoordIn2DRange(viewport_coord, sample_2d_range) == 1)
{
out_color.rg = tube_scale;
out_color.ba = pos_offset;
}
// Sample 4, 1
// rg CROPPED_ROTATED_SIZE_WITH_RES_MULT
sample_2d_range = HSM_GetCacheSampleRange(4, 1);
if (HSM_IsCoordIn2DRange(viewport_coord, sample_2d_range) == 1)
{
out_color.rg = cropped_rotated_size_with_res_mult;
}
// Sample 1, 2
// rg CROPPED_ROTATED_SIZE
// ba SAMPLE_AREA_START_PIXEL_COORD
sample_2d_range = HSM_GetCacheSampleRange(1, 2);
if (HSM_IsCoordIn2DRange(viewport_coord, sample_2d_range) == 1)
{
out_color.rg = cropped_rotated_size;
out_color.ba = cropped_sample_area_start_pixel_coord;
}
// Sample 2, 2
// r SCREEN_ASPECT_2ND_SCREEN
// g PARAMETER_SUM_SCREEN_SCALE
// ba SCREEN_SCALE_2ND_SCREEN
sample_2d_range = HSM_GetCacheSampleRange(2, 2);
if (HSM_IsCoordIn2DRange(viewport_coord, sample_2d_range) == 1)
{
out_color.r = screen_aspect_2nd_screen;
out_color.gb = screen_scale_2nd_screen;
}
// Sample 3, 2
// rg TUBE_SCALE
// ba SCREEN_POS_OFFSET
sample_2d_range = HSM_GetCacheSampleRange(3, 2);
if (HSM_IsCoordIn2DRange(viewport_coord, sample_2d_range) == 1)
{
out_color.rg = tube_scale_2nd_screen;
out_color.ba = pos_offset_2nd_screen;
}
// Sample 4, 2
// rg CROPPED_ROTATED_SIZE_WITH_RES_MULT 2nd screen
sample_2d_range = HSM_GetCacheSampleRange(4, 2);
if (HSM_IsCoordIn2DRange(viewport_coord, sample_2d_range) == 1)
{
out_color.rg = cropped_size_with_res_mult_2nd_screen;
}
// Sample 1, 3
// rg CROPPED_ROTATED_SIZE 2nd screen
// ba SAMPLE_AREA_START_PIXEL_COORD 2nd screen
sample_2d_range = HSM_GetCacheSampleRange(1, 3);
if (HSM_IsCoordIn2DRange(viewport_coord, sample_2d_range) == 1)
{
out_color.rg = cropped_size_2nd_screen;
out_color.ba = sample_area_start_pixel_coord_2nd_screen;
}
// Sample 2, 3
// rg CORE_SIZE
sample_2d_range = HSM_GetCacheSampleRange(2, 3);
if (HSM_IsCoordIn2DRange(viewport_coord, sample_2d_range) == 1)
{
out_color.rg = global.CorePassSize.xy;
}
// Sample 3, 3
// rg VIEWPORT_SCALE
// ba VIEWPORT_POS
sample_2d_range = HSM_GetCacheSampleRange(3, 3);
if (HSM_IsCoordIn2DRange(viewport_coord, sample_2d_range) == 1)
{
out_color.rg = vec2(HSM_VIEWPORT_ZOOM, HSM_VIEWPORT_ZOOM);
out_color.ba = vec2(HSM_VIEWPORT_POSITION_X, HSM_VIEWPORT_POSITION_Y);
}
// Sample 4, 3
// rg SCREEN_SCALE_2ND_SCREEN
// ba SCREEN_POS_OFFSET_2ND_SCREEN
sample_2d_range = HSM_GetCacheSampleRange(4, 3);
if (HSM_IsCoordIn2DRange(viewport_coord, sample_2d_range) == 1)
{
out_color.rg = screen_scale_2nd_screen;
out_color.ba = pos_offset_2nd_screen;
}
// Sample 1, 4
sample_2d_range = HSM_GetCacheSampleRange(1, 4);
if (HSM_IsCoordIn2DRange(viewport_coord, sample_2d_range) == 1)
{
out_color.r = HSM_GetParameterSum();
vec2 sample_coord = HSM_GetCacheSampleCoord(1, 4);
vec4 texture_sample = texture(feedback_pass, sample_coord);
float last_frame = floor(texture_sample.g);
out_color.g = last_frame + global.FrameDirection * 1;
out_color.ba = rotated_derezed_size;
}
// Sample 2, 4
// r = NEGATIVE_CROP_EXPAND_MULTIPLIER
// g = MAX_NEGATIVE_CROP;
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sample_2d_range = HSM_GetCacheSampleRange(2, 4);
if (HSM_IsCoordIn2DRange(viewport_coord, sample_2d_range) == 1)
{
out_color.r = NEGATIVE_CROP_EXPAND_MULTIPLIER;
out_color.g = MAX_NEGATIVE_CROP;
}
// TODO need to add TUBE_DIFFUSE_ASPECT & deal with 2nd Screen
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// Sample 3, 4
// rg TUBE_DIFFUSE_SCALE
// ba TUBE_DIFFUSE_SCALE_2ND_SCREEN
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sample_2d_range = HSM_GetCacheSampleRange(3, 4);
if (HSM_IsCoordIn2DRange(viewport_coord, sample_2d_range) == 1)
{
out_color.rg = tube_diffuse_scale;
out_color.ba = tube_diffuse_scale_2nd_screen;
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}
return out_color;
}
#pragma format R32G32B32A32_SFLOAT
#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 = 1) uniform sampler2D Source;
layout(set = 0, binding = 2) uniform sampler2D InfoCachePassFeedback;
layout(set = 0, binding = 3) uniform sampler2D ScreenPlacementImage;
void main()
{
FragColor = HSM_GetColorForScreenInfoCache(vTexCoord, InfoCachePassFeedback, Source, ScreenPlacementImage);
}