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?)
*/
#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;
layout(location = 3) out vec2 vFragCoord;
layout(location = 4) out float vIsRotated;
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#include "includes/functions.include.slang"
void main() {
gl_Position = global.MVP * Position;
vIsRotated = float(is_rotated());
vTexCoord = get_scaled_coords(TexCoord,global.FinalViewportSize, bool(vIsRotated) ) + vec2(0.00001);
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vOutputCoord = TexCoord;
spot_offset = offsets_from_float(S_POSITION+420.0,40);
spot_offset = spot_offset / 10.0 + vec2(0.0,1.0);
vFragCoord = vec2( floor(vOutputCoord.x * params.OutputSize.x),
floor(vOutputCoord.y * params.OutputSize.y));
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 vOutputCoord;
layout(location = 2) in vec2 spot_offset;
layout(location = 3) in vec2 vFragCoord;
layout(location = 4) in float vIsRotated;
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layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D bloom_pass_final;
layout(set = 0, binding = 3) uniform sampler2D reflected_blurred_pass2;
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;
layout(set = 0, binding = 7) uniform sampler2D bg_under;
layout(set = 0, binding = 8) uniform sampler2D bg_over;
layout(set = 0, binding = 9) uniform sampler2D first_pass;
layout(set = 0, binding = 10) uniform sampler2D shift_and_bleed_pass;
//Ex main_pass layouts:
layout(set = 0, binding = 11) uniform sampler2D FXAA_pass;
layout(set = 0, binding = 12) uniform sampler2D in_glow_pass;
layout(set = 0, binding = 13) uniform sampler2D halo_pass;
layout(set = 0, binding = 14) uniform sampler2D avglum_passFeedback;
#define HALF_PI 1.5707963267949
#define QUARTER_PI 0.785398163397448
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#include "includes/functions.include.slang"
vec3 pixel_vmask(vec3 source, vec3 white_reference, float over_white) {
// Simple RGB mask emulation with or without horizontal gap
float ooo = 1.0 - RGB_MASK_STRENGTH;
// RGB mask: R G B
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( ooo );
vec3 pixel_out;
vec3 vmasked;
vec4 vec_mod=(vec4(3,1,2,3) + vec4(VMASK_GAP,0.0,0.0,0.0))* VMASK_DARKLINE_SCALE ;
float fcol = vOutputCoord.x * params.OutputSize.x;
if (mod(fcol, vec_mod.x) < vec_mod.y)
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vmasked = m1 * source;
else if (mod(fcol, vec_mod.x) < vec_mod.z)
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vmasked = m2 * source;
else if (mod(fcol, vec_mod.x) < vec_mod.w)
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vmasked = m3 * source;
else vmasked = gap * source;
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if (over_white == 1.0) pixel_out = vmasked;
else {
float whiteness=max(max(white_reference.r,white_reference.g),white_reference.b);
whiteness-= over_white;
whiteness= clamp(whiteness,0.0,1.0);
pixel_out= mix(vmasked,source,whiteness);
}
return pixel_out;
}
vec3 pixel_vmask_gm(vec3 source, vec3 white_reference, float over_white) {
// Simple RGB mask emulation with or without horizontal gap
float ooo = 1.0 - RGB_MASK_STRENGTH;
// RGB mask: R G B
vec3 m1 = vec3( ooo , 1.0 , ooo ); //col 1
vec3 m2 = vec3( 1.0 , ooo , 1.0 ); //col 2
vec3 gap = vec3( ooo );
float fcol = vOutputCoord.s * params.OutputSize.x;
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vec3 pixel_out;
vec3 vmasked;
vec3 vec_mod=(vec3(2,1,2) + vec3(VMASK_GAP,0.0,0.0))* VMASK_DARKLINE_SCALE ;
if (mod(fcol, vec_mod.x) < vec_mod.y)
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vmasked = m1 * source;
else if (mod(fcol, vec_mod.x) < vec_mod.z)
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vmasked = m2 * source;
else
vmasked = gap * source;
if (over_white == 1.0) pixel_out = vmasked;
else {
float whiteness=max(max(white_reference.r,white_reference.g),white_reference.b);
whiteness-= over_white;
whiteness= clamp(whiteness,0.0,1.0);
pixel_out= mix(vmasked,source,whiteness);
}
return pixel_out;
}
/*bool drawit( float period, float off, vec2 coords){
coords = vTexCoord;
float first_pass_size_y = global.first_passSize.y * period;
float current_line_int = floor(coords.y * first_pass_size_y) + off ;
float screenline_height = first_pass_size_y/params.OutputSize.y;//; params.OutputSize.y/first_pass_size_y;
return (coords.y * first_pass_size_y > current_line_int) &&
(coords.y * first_pass_size_y < current_line_int+screenline_height) ;
}*/
vec3 pixel_darklines(vec3 source,float darkline_every, float darkline_trans,
float do_offset, vec3 white_reference,float over_white, vec2 coords) {
/* "darklines" are vertical gaps that can be used to emulate aperturegrille
* or slotmasks
*/
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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;
darkline_every *= VMASK_DARKLINE_SCALE;
if (over_white != 1.0) {
//less effect on bright colors.
float whiteness=max(max(white_reference.r,white_reference.g),white_reference.b);
darkline_trans+=(whiteness-over_white);
darkline_trans=clamp(darkline_trans,0.0,1.0);
}
//Slotmask (darklines are drawn with offset)
if (do_offset > 0.0) {
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bool odd_line_meno_densa = mod(vFragCoord.y, darkline_every) > VMASK_DARKLINE_SCALE ;
bool odd_line_piu_densa = !(mod(vFragCoord.y, darkline_every/2) < VMASK_DARKLINE_SCALE && odd_line_meno_densa);
bool odd_column = mod(vFragCoord.x + Darkline_part_w , Darkline_part_w_x2) < Darkline_part_w;
bool draw_mask = odd_line_piu_densa && !odd_column || odd_column && odd_line_meno_densa;
/*
//quante scanline è alta la darkline
float darkline_height = 1/2.0;
draw_mask = drawit(darkline_height,0.0, coords) && odd_column || drawit(darkline_height,0.5, coords) && !odd_column;
return source * float(!draw_mask);
*/
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return source * clamp(float(draw_mask),darkline_trans,1.0);
}
//Aperture grille (darklines are drawn straight)
bool draw_dark = mod(vFragCoord.y, darkline_every) < VMASK_DARKLINE_SCALE;
bool draw_color = !draw_dark;
return source * ( float(draw_color) + float(draw_dark) * darkline_trans );
}
float scanline_shape(vec2 coords, bool do_flicker, bool is_interlaced, bool do_slotmask) {
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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.
*/
bool alternate = false;
float period = 1.0;
if (do_flicker) {
if (params.FrameCount % 2 == 0.0) alternate = true;
if (params.OriginalSize.y > MIN_LINES_INTERLACED ) period = 0.5;
}
float angle_base = coords.y * pi * params.OriginalSize.y * period;
float lines = 1.0;
if (!( is_interlaced && SCANLINE_DISABLE_ON_INTERLACE == 1.0 )) {
if (alternate)
lines = -sin(angle_base + HALF_PI); //lines = abs(cos(angle))
else
lines = sin(angle_base);
lines = (lines*lines);
}
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//Draw the slotmask right here if the height is the same as the scanline.
if (do_slotmask) {
if (do_flicker) {
//Fallback to old darklines code to avoid glitches/artifacts.
lines = lines * pixel_darklines(vec3(1.0),DARKLINES_PERIOD,1-SCANLINE_SM_STRENGTH,1.0,vec3(0.0),1.0, coords).r;
} else {
float Darkline_part_w = (3.0 - VMASK_USE_GM + VMASK_GAP) * VMASK_DARKLINE_SCALE;
float Darkline_part_w_x2 = Darkline_part_w*2;
bool odd_column = mod(vFragCoord.x + Darkline_part_w , Darkline_part_w_x2) < Darkline_part_w;
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*0.01;
float angle_slotmask = angle_base + phase;
float slotmask = sin(angle_slotmask);
slotmask = (slotmask*slotmask);
lines = mix(lines, slotmask, SCANLINE_SM_STRENGTH);
}
}
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;
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;
}
else if (SCANLINE_SM_TYPE == 3.0) {
// Thinner slotmask screen, no scanlines.
// No parameter taken into account.
lines = lines * lines;
if (odd_column) {
float phase = pi + HALF_PI;
float angle_slotmask = angle_base + phase;
float slotmask = sin(angle_slotmask);
slotmask = (slotmask*slotmask); slotmask = (slotmask*slotmask);
lines = slotmask;
}
}
}
}
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if (SCANLINE_DARK >= 0.0) {
lines = lines * (1.0 - SCANLINE_DARK) + SCANLINE_DARK;
} else {
float deepness = -SCANLINE_DARK;
lines = lines * ((1-SCANLINE_DARK) ) + SCANLINE_DARK ;
}
return lines;
}
vec4 pixel_main_pass(vec2 coords, bool bBorder_needed) {
//Exit if we don't need a border (ambient light/background picture)
//And we are outside the the border (unsure if this double check is good for performance) //FIXME
if (bBorder_needed)
if (vTexCoord.x < 0.0 || vTexCoord.x > 1.0 || vTexCoord.y < 0.0 || vTexCoord.y > 1.0) return vec4(0.0);
bool isinterlaced = is_interlaced();
bool flickering_scanlines = (DO_SCANLINES == 1.0) && scanline_have_to_flicker(isinterlaced) ;
vec3 pixel_in;
vec3 pixel_glowed;
//Get the first available pixel_in:
if (DO_IN_GLOW == 1.0) {
pixel_glowed = texture(in_glow_pass,coords).rgb;
pixel_in = pixel_glowed; }
else if ( DO_SHIFT_RGB + DO_SAT_BLEED > 0.0)
pixel_in = texture(shift_and_bleed_pass,coords).rgb ;
else if (DO_FXAA > 0.0)
pixel_in = texture(FXAA_pass,coords).rgb ;
else
pixel_in = texture(first_pass,coords).rgb ;
vec3 pixel_out = pixel_in;
vec3 pixel_in_clamped = min(pixel_in,vec3(1.0)); //Clamp here for both vmask and darklines.
//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);
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, pixel_in_clamped, VMASK_OVERWHITE);
else
pixel_out = pixel_vmask_gm(pixel_in_compensated, pixel_in_clamped, VMASK_OVERWHITE);
}
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 ) {
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float MYDARKLINES_TRANSPARENCY = 1.0 - DARKLINES_STRENGTH;
pixel_out = pixel_darklines(pixel_out,DARKLINES_PERIOD,MYDARKLINES_TRANSPARENCY,DARKLINES_VOFFSET,pixel_in_clamped,DRKLN_OVERWHITE, coords);
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}
}
float lum = clamp(max(max(pixel_out.r,pixel_out.g),pixel_out.b), 0.0,1.0);
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//Halo
vec3 pixel_haloed;
if (DO_HALO == 1.0 ) {
pixel_haloed = texture(halo_pass,coords).rgb;
pixel_out += pixel_haloed * (1 - HALO_VS_SCAN);
//pixel_out += (pixel_haloed * (lum));
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}
/* Non flickering scanlines, Don't do them if
* - User doesn't want scanlines
* - The screen is interlaced and the user doesn't want scanlines on it.
*/
if ( DO_SCANLINES == 1.0 ) {
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/* pixel_bleed is the color that will bleed over scanline gap.
* It is selected by the first available one depending on the shader
* features enabled by the user */
vec3 pixel_bleed;
/*if (DO_HALO == 1.0)
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pixel_bleed = pixel_haloed;
else */if (DO_IN_GLOW == 1.0)
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pixel_bleed = pixel_glowed;
else
pixel_bleed = pixel_in;
// Optionally apply a gamma correction to the scanline shape.
if (SCANLINE_COMPENSATION > 0.0) {
float mypow = mix(1.0, (0.33 * SCANLINE_DARK + 0.67), SCANLINE_COMPENSATION);
pixel_out = pow(pixel_out,vec3(mypow));
}
//The following should be theoretically more correct, but it produces moiree:
/* vec3 vscanline_shape = scanline_shape(coords, flickering_scanlines, isinterlaced, SCANLINE_SM_TYPE > 0.0 ) +
(pixel_bleed * SCANLINES_BLEEDING);
vscanline_shape = min(vscanline_shape,1.0);
pixel_out = vscanline_shape * pixel_out;
*/
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//Obtain the scanlines screen by multiplying the scanline shape by the pixel color.
//and emulate the bleeding of the color over the dark part of the scanlined screen.
//float scanline_shape = scanline_shape(coords, flickering_scanlines, isinterlaced, SCANLINE_SM_TYPE > 0.0 );
float scanline_shape = scanline_shape(coords, flickering_scanlines, isinterlaced, SCANLINE_SM_TYPE > 0.0 );
//Modify scanline weight?
//float l = max(max(pixel_bleed.r, pixel_bleed.g), pixel_bleed.b);
//scanline_shape = min(pow(scanline_shape, 1/l), 1.0);
pixel_out = pixel_out * ( scanline_shape + ( pixel_bleed * SCANLINES_BLEEDING * ( 1 - scanline_shape ) ));
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}
if (DO_HALO == 1.0 ) {
pixel_out += pixel_haloed * HALO_VS_SCAN;
//pixel_out = pixel_out + (pixel_haloed * (1-lum));
}
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// Apply color correction (in this pass it is just the final output gamma)
if (DO_CCORRECTION == 1.0) pixel_out = pow(pixel_out,vec3(GAMMA_OUT));
//Out
return vec4(pixel_out,1.0) ; //* border(border_coords);
}
float global_noise;
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vec4 pixel_background_image(bool over){
//return the aspect corrected background image:
vec2 bg_image_offset=vec2(BG_IMAGE_OFFX,BG_IMAGE_OFFY);
if (over) {
vec2 tex_size = textureSize(bg_over, 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+bg_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 = vec2(back_coords.y, back_coords.x);
back_coords.y = 1 - back_coords.y;
} else if (BG_IMAGE_ROTATION > 0.0) {
//rotate as user prefs
back_coords.xy = vec2(back_coords.y, back_coords.x);
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;
}
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back_coords=zoom(back_coords, BG_IMAGE_ZOOM);
return textureLod(bg_over,back_coords,bg_over_lod);
}
//under
vec2 tex_size = textureSize(bg_under, 0); // * BG_ZOOM;
if (BG_IMAGE_ROTATION > 0.0) tex_size.xy = tex_size.yx;
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float bg_under_lod = log2(tex_size.y / global.FinalViewportSize.y);
vec2 back_coords = get_scaled_coords_aspect(vOutputCoord+bg_image_offset,global.FinalViewportSize, tex_size.x/tex_size.y, bool(vIsRotated));
if (BG_IMAGE_ROTATION > 0.0) {
back_coords.xy = vec2(back_coords.y, back_coords.x);
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;
}
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back_coords=zoom(back_coords, BG_IMAGE_ZOOM);
return textureLod(bg_under,back_coords,bg_under_lod);
}
vec3 pixel_border(bool image_over) {
/* Returns the surrounding of the tube/bezel:
* The led light alone
* the led light "under" a background image (alpha driven)
*/
vec3 pixel_out = vec3(1.0);
if (DO_AMBILIGHT == 1.0)
pixel_out = texture(ambi_temporal_pass, vOutputCoord + global_noise ).rgb;
if (DO_BG_IMAGE == 1.0 && !image_over) {
vec4 bg_image = pixel_background_image(false);
pixel_out = mix(pixel_out,bg_image.rgb,bg_image.a);
}
return pixel_out;
}
vec3 pixel_alternate(vec3 source, float whiteness) {
// Emulate the low crt persistance by only drawing odd/even lines
// on odd/even frames
float line = vTexCoord.y * params.OutputSize.y;
vec3 pixel_out = source;
float l_period_half = ALT_BLANK_PERIOD / 2;
if (mod(float(params.FrameCount),2.0 ) == 1) {
if (mod(line,ALT_BLANK_PERIOD) > l_period_half) pixel_out=mix(source,vec3(0), whiteness) ;
} else {
if (mod(line,ALT_BLANK_PERIOD) <= l_period_half) pixel_out=mix(source,vec3(0), whiteness) ;
}
return pixel_out;
}
#define bezel_luminance bezel.r
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.r = scale_to_range(col.r, -con_max+1, con_max); //contrast
col.g = scale_to_range(col.g, -con_max+1, con_max); //contrast
col.b = scale_to_range(col.b, -con_max+1, con_max); //contrast
return clamp(col,0.0,1.0);
}
vec3 compose_bezel_over(vec3 full_viewport) {
vec2 bezel_lut_size = textureSize(monitor_body,0);
float bezel_frame_lod = log2(bezel_lut_size.y * (BEZEL_FRAME_ZOOM+1.0) /global.FinalViewportSize.y);
vec2 coords_for_bezel = vTexCoord;
if (BEZEL_FRAME_ZOOM != 0.0)
coords_for_bezel = zoomout_coords(vTexCoord,-BEZEL_FRAME_ZOOM,1.0);
vec2 coords_for_mirror = coords_for_bezel;
//No need to draw anything outside this:
if (coords_for_bezel.x < 0 || coords_for_bezel.y < 0 || coords_for_bezel.x > 1.0 || coords_for_bezel.y > 1.0) return full_viewport;
//Main lut:
vec4 bezel = textureLod(monitor_body,coords_for_bezel,bezel_frame_lod);
//No need to draw anything on full alpha:
if (bezel.a == 0.0) return full_viewport;
//We use the red component of the bezel to express its luminance (define bezel_luminance bezel.r)
vec3 bezel_colored = bezel_color(bezel_luminance);
//This is the reflection to be composed over the bezel);
vec3 pixel_mirrored = texture(reflected_blurred_pass2,
coords_for_mirror + random( min(global.FinalViewportSize.z,global.FinalViewportSize.w), vTexCoord ) ).rgb;
//Take the reflection modifier from the texture blue component into account; it is/may be used to lower the reflection in the corners.
//float reflection = (reflection_shade * 1.4 - 0.4) * bezel.b ;
//reflection = clamp (reflection, 0.0, 1.0);
float reflection = bezel.b;
vec3 bezel_out = bezel_colored + (pixel_mirrored * reflection * 0.5) ;
//Mix a bit of ambient light over the bezel
vec4 pixel_avglum = texture(avglum_pass,vOutputCoord);
bezel_out = bezel_out + (pixel_avglum.rgb * 0.05);
//We use the green component to express Hardness/Specularity; there the reflection will be completely diffused.
//For the task, we use a mipmap whit adeguate precision.
float lut_hardness = bezel.g;
if (lut_hardness > 0.0) {
bezel_out = bezel_out + ( ( pixel_avglum.rgb + pixel_avglum.a*0.5) * lut_hardness/3.5);
}
return mix(full_viewport, bezel_out, bezel.a);
}
vec4 pixel_inner_frame(vec2 coords, bool bBorder_needed) {
//This takes care of drawing the main content.
vec4 pixel_in = pixel_main_pass(coords, bBorder_needed);
vec3 pixel_out = pixel_in.rgb;
vec3 bloomed;
//Mix bloom texture
if (DO_BLOOM == 1.0 ) {
bloomed=texture(bloom_pass_final, coords).rgb ;
if (BLOOM_BYPASS == 1.0)
pixel_out = bloomed;
else {
float over_white_correction = 1.0;
if (BLOOM_OVER_WHITE < 1.0) {
//Use mipmap to identify bright areas.
vec3 avglum = texture(avglum_pass,coords).rgb;
//avglum = apply_fuzzy_main_pass(avglum);
float b_brightness = max(avglum.b,max(avglum.r,avglum.g));
//b_brightness = max(pixel_out.b,max(pixel_out.r,pixel_out.g));
b_brightness *= 1-BLOOM_OVER_WHITE;
over_white_correction =1- b_brightness;
}
pixel_out = pixel_out + (bloomed * BLOOM_MIX * over_white_correction);
}
}
//Black frame insertion
if (DO_ALT_BLANK == 1.0 ) {
pixel_out = pixel_alternate(pixel_out.rgb, ALT_BLANK_STRENGTH );
}
//vignette and spot
if (DO_VIGNETTE + DO_SPOT >0.0) {
float in_aspect = get_in_aspect();
if (DO_VIGNETTE == 1.0) {
float vignette;
float dist = length(vec2((coords.x-0.5)*in_aspect,coords.y-0.5));
vignette = smoothstep(V_SIZE,0.0,dist)*V_POWER+global_noise;
if (V_BYPASS < 1.0) pixel_out = vignette * clamp(pixel_out,0.0,1.0);
else
pixel_out = vec3(vignette);
}
if (DO_SPOT == 1.0) {
float spot;
float dist = length(vec2((coords.x-0.5)*in_aspect,coords.y-0.5)+spot_offset);
spot = smoothstep(S_SIZE,0.0,dist)*S_POWER+global_noise;
if (S_BYPASS < 1.0) pixel_out = spot + pixel_out;
else
pixel_out = vec3(spot);
}
}
//smooth border (edge)
float border_inner_frame = 1.0;
if (DO_BEZEL==1.0 || DO_CURVATURE == 1.0)
border_inner_frame = border(coords);
float pixel_out_alpha = pixel_in.a * border_inner_frame;
//Out
return vec4(pixel_out,pixel_out_alpha) * border_inner_frame;
}
vec4 main_wrap(vec2 coords){
/* Handle inner border and outer border, not bezel */
if (DO_VIGNETTE + DO_SPOT + DO_AMBILIGHT >0.0) global_noise = random(NOISEPOWER, vTexCoord * params.FrameCount);
//Just do pixel_inner_frame() and exit when there is no need to paint border.
if (!border_needed()) return pixel_inner_frame(coords, false);
//From now on, we need a border.
bool bIs_outer_frame = ((vTexCoord.x < 0.0) || (vTexCoord.x > 1.0));
//Handle outer frame cases
//if we want ambilights in the outer frame, draw it and return
if (bIs_outer_frame)
return vec4(pixel_border(BG_IMAGE_OVER == 1.0),1.0);
//But if it is just outer frame, just make it black.
if (bIs_outer_frame) return vec4(0.0);
//Handle inner frame cases
vec4 vPixel_inner_frame = pixel_inner_frame(coords, true);
//mix ambilight in the inner frame too, as curvature could shrink into the inner frame.
bool draw_border = true;
//Not painting ambilights here is the best way to cheaply draw a border around the frame
if (DO_BEZEL == 1.0) {
vec2 vTexCoord_zoomout = zoomout_coords(vTexCoord, -BEZEL_INNER_ZOOM , 1.0);
float border_start = 1-BEZEL_IMAGE_BORDER;
//Not using curved coords here because crazy things would happen with vertical games
draw_border = vTexCoord_zoomout.x < border_start || vTexCoord_zoomout.x > BEZEL_IMAGE_BORDER ||
vTexCoord_zoomout.y < border_start || vTexCoord_zoomout.y > BEZEL_IMAGE_BORDER ;
}
if (draw_border)
return vec4(mix(pixel_border(BG_IMAGE_OVER == 1.0).rgb,vPixel_inner_frame.rgb,min(vPixel_inner_frame.a*1.5,1.0)),vPixel_inner_frame.a);
//return vec4(1.0,0.0,0.0,1.0);
//Last case, inner border without ambilight:
return vPixel_inner_frame;
}
void main() {
vec2 coords = vTexCoord;
//Luminosity dependant zoom
if (DO_DYNZOOM == 1.0) {
float zoomin = 1.0 + (texture(avglum_passFeedback, vec2(0.25,0.25) ).a/ DYNZOOM_FACTOR);
coords = zoom(coords, zoomin);
}
//Curvature
if (DO_CURVATURE == 1.0) {
if ((GEOM_WARP_X > 0.0) || (GEOM_WARP_Y > 0.0))
coords = Warp(coords,GEOM_WARP_X,GEOM_WARP_Y);
}
//Scale coords according to bezel settings?
if (DO_BEZEL == 1.0) {
coords = zoomout_coords(coords, -BEZEL_INNER_ZOOM , 1.0);
}
//"Just" handle inner and outer frame here:
vec4 pixel_out = main_wrap(coords);
//Draw bezel
if (DO_BEZEL == 1.0) {
pixel_out = vec4(compose_bezel_over(pixel_out.rgb),1.0);
}
//Draw an image "Over" the bezel with an hole inside by the alpha channel
if (DO_BG_IMAGE == 1.0 && BG_IMAGE_OVER==1.0) {
vec4 bg_image = pixel_background_image(true);
pixel_out = mix(pixel_out,bg_image,bg_image.a);
}
//For debug purposes:
//quad split screen
//if ( (vOutputCoord.x < 0.5 && vOutputCoord.y > 0.5) || (vOutputCoord.x > 0.5 && vOutputCoord.y < 0.5) ) pixel_out = texture(first_pass,vOutputCoord);
//split screen
//if (vTexCoord.y < 0.5) pixel_out = texture(first_pass,vTexCoord);
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//pixel_out = texture(avglum_pass,vTexCoord);
FragColor = pixel_out;
}