mirror of
https://github.com/italicsjenga/slang-shaders.git
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107 lines
4.3 KiB
Plaintext
107 lines
4.3 KiB
Plaintext
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#version 450
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/*
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Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel
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Copyright (C) 2019-2021 HyperspaceMadness - HyperspaceMadness@outlook.com
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Incorporates much great feedback from the libretro forum, and thanks
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to Hunterk who helped me get started
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See more at the libretro forum
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https://forums.libretro.com/t/hsm-mega-bezel-reflection-shader-feedback-and-updates
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include "common/hsm-globals.inc"
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#include "hsm-params-0-screen-scale.inc"
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#include "common/hsm-common-functions.inc"
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//---------------------------------------------------------------------------------------------------
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// PHOSPHOR PERSISTENCE
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//---------------------------------------------------------------------------------------------------
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#pragma parameter HSM_PERSISTENCE_TITLE "[ PHOSPHOR PERSISTENCE ]:" 0 0 0.01 0.01
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#pragma parameter HSM_PHOSPHOR_PERSISTENCE_BLEND " Amount" 0 0 100 2
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#define HSM_PHOSPHOR_PERSISTENCE_BLEND global.HSM_PHOSPHOR_PERSISTENCE_BLEND / 100
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#pragma parameter HSM_PHOSPHOR_PERSISTENCE_RED " Red Persistence" 50 0 100 5
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#define HSM_PHOSPHOR_PERSISTENCE_RED global.HSM_PHOSPHOR_PERSISTENCE_RED / 100
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#pragma parameter HSM_PHOSPHOR_PERSISTENCE_GREEN " Green Persistence" 50 0 100 5
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#define HSM_PHOSPHOR_PERSISTENCE_GREEN global.HSM_PHOSPHOR_PERSISTENCE_GREEN / 100
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#pragma parameter HSM_PHOSPHOR_PERSISTENCE_BLUE " Blue Persistence" 50 0 100 5
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#define HSM_PHOSPHOR_PERSISTENCE_BLUE global.HSM_PHOSPHOR_PERSISTENCE_BLUE / 100
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D PersistencePassFeedback;
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#define previous_pass_feedback PersistencePassFeedback
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#define eps 1e-3
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vec4 HSM_ApplyPhosphorPersistence(vec4 in_color, vec4 prev_color, vec2 in_coord)
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{
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if (HSM_PHOSPHOR_PERSISTENCE_RED == 0 && HSM_PHOSPHOR_PERSISTENCE_GREEN == 0 && HSM_PHOSPHOR_PERSISTENCE_BLUE == 0)
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return in_color;
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vec3 persistence = vec3(HSM_PHOSPHOR_PERSISTENCE_RED, HSM_PHOSPHOR_PERSISTENCE_GREEN, HSM_PHOSPHOR_PERSISTENCE_BLUE);
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float delta_time_red = clamp(5 - 5 * HHLP_EasePowerIn(abs(HSM_PHOSPHOR_PERSISTENCE_RED), 2) + 0.1, 0, 1);
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float delta_time_green = clamp(5 - 5 * HHLP_EasePowerIn(abs(HSM_PHOSPHOR_PERSISTENCE_GREEN), 2) + 0.1, 0, 1);
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float delta_time_blue = clamp(5 - 5 * HHLP_EasePowerIn(abs(HSM_PHOSPHOR_PERSISTENCE_BLUE), 2) + 0.1, 0, 1);
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prev_color.r *= pow(persistence.r, delta_time_red);
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prev_color.g *= pow(persistence.g, delta_time_green);
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prev_color.b *= pow(persistence.b, delta_time_blue);
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prev_color *= HSM_PHOSPHOR_PERSISTENCE_BLEND;
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vec4 out_color = in_color;
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out_color.r = max(prev_color.r, out_color.r);
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out_color.g = max(prev_color.g, out_color.g);
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out_color.b = max(prev_color.b, out_color.b);
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return out_color;
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}
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void main()
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{
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FragColor = texture(Source, vTexCoord);
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FragColor = HSM_Linearize(FragColor, DEFAULT_SRGB_GAMMA);
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vec4 prev_color = texture(previous_pass_feedback, vTexCoord);
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prev_color = HSM_Linearize(prev_color, DEFAULT_SRGB_GAMMA);
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// Phosphor Persistence
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FragColor = HSM_ApplyPhosphorPersistence(FragColor, prev_color, vTexCoord);
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// FragColor = mix(texture(previous_pass_feedback, vTexCoord), texture(Source, vTexCoord), 0.5);
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FragColor = HSM_Delinearize(FragColor, DEFAULT_SRGB_GAMMA);
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}
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