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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;
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layout(location = 4) out float vIsRotated;
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//Curvature:
layout(location = 5) out vec2 vWarp_vexp;
layout(location = 6) out vec2 vWarp_arg2;
//Scanlines:
layout(location = 7) out float vIsInterlaced;
layout(location = 8) out float vFlickeringScanlines;
layout(location = 9) out float vScanlinePeriod;
layout(location = 10) out float vScanlinesAlternate;
//Vignette, spot:
layout(location = 11) out float vIn_aspect;
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#include "includes/functions.include.slang"
void main() {
gl_Position = global.MVP * Position;
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vIsRotated = float(is_rotated());
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vIn_aspect = get_in_aspect();
vTexCoord = get_scaled_coords_aspect(TexCoord,global.FinalViewportSize, vIn_aspect, bool(vIsRotated)) + vec2(0.00001);
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if (DO_GLOBAL_SHZO >0.5)
vTexCoord = zoom(vTexCoord + vec2(-GLOBAL_OFFX, -GLOBAL_OFFY), GLOBAL_ZOOM );
vOutputCoord = TexCoord;
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vFragCoord = vec2( floor(vOutputCoord.x * params.OutputSize.x),
floor(vOutputCoord.y * params.OutputSize.y));
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//Precalc some Curvature/Warp values:
vec2 geom_warp_adapted = vec2(GEOM_WARP_X, GEOM_WARP_Y);
/* if (DO_BEZEL > 0.0) {
geom_warp_adapted *= (-BEZEL_INNER_ZOOM) + 1;
}*/
vWarp_vexp = 1.0/ (1 + (vec2(geom_warp_adapted.x, geom_warp_adapted.y) * 0.2)) ;
vWarp_arg2 = 1.0 - pow(vec2(0.29289321881345247559915563789515), vWarp_vexp );
//Help scanline code too:
if (DO_SCANLINES > 0.5) {
bool bIs_Interlaced = is_interlaced();
vIsInterlaced = float(bIs_Interlaced);
vFlickeringScanlines = float((DO_SCANLINES == 1.0) && scanline_have_to_flicker(bIs_Interlaced)) ;
//Scanline period:
vScanlinePeriod = 1.0;
vScanlinesAlternate = 0.0;
if (bIs_Interlaced) {
if (params.FrameCount % 2 == 0.0) vScanlinesAlternate = 1.0;
if (params.OriginalSize.y > MIN_LINES_INTERLACED ) vScanlinePeriod = 0.5;
}
//vScanlinePhase = 0.0;
//vScanlinePhase = vScanlinePeriod * pi - pi/4.0; //<-- needed to match scanlines done in first_pass. //FIXME check what happens for highter res.
}
//SPOT
spot_offset = offsets_from_float(S_POSITION+420.0,40);
spot_offset = spot_offset / 10.0 + vec2(0.0,1.0);
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}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 vOutputCoord;
layout(location = 2) in vec2 spot_offset;
layout(location = 3) in vec2 vFragCoord;
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layout(location = 4) in float vIsRotated;
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layout(location = 5) in vec2 vWarp_vexp;
layout(location = 6) in vec2 vWarp_arg2;
layout(location = 7) in float vIsInterlaced;
layout(location = 8) in float vFlickeringScanlines;
layout(location = 9) in float vScanlinePeriod;
layout(location = 10) in float vScanlinesAlternate;
layout(location = 11) in float vIn_aspect;
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layout(location = 0) out vec4 FragColor;
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#ifdef STATIC_SUPPORT_BACKDROP
layout(set = 0, binding = 1) uniform sampler2D backdrop;
#else
layout(set = 0, binding = 1) uniform sampler2D first_pass;
#endif
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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;
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layout(set = 0, binding = 6) uniform sampler2D monitor_body_straight;
layout(set = 0, binding = 7) uniform sampler2D monitor_body_curved;
layout(set = 0, binding = 8) uniform sampler2D bg_under;
layout(set = 0, binding = 9) uniform sampler2D bg_over;
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layout(set = 0, binding = 10) uniform sampler2D shift_and_bleed_pass;
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layout(set = 0, binding = 11) uniform sampler2D in_glow_pass;
layout(set = 0, binding = 12) uniform sampler2D halo_pass;
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#define HALF_PI 1.5707963267949
#define QUARTER_PI 0.785398163397448
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#include "includes/functions.include.slang"
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vec3 pixel_vmask(vec3 source, float white_reference, float over_white) {
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// 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 ;
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float fcol = vOutputCoord.x * params.OutputSize.x;
if (mod(fcol, vec_mod.x) < vec_mod.y)
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vmasked = m1 * source;
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else if (mod(fcol, vec_mod.x) < vec_mod.z)
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vmasked = m2 * source;
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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 {
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white_reference-= over_white;
white_reference= clamp(white_reference,0.0,1.0);
pixel_out= mix(vmasked,source,white_reference);
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}
return pixel_out;
}
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vec3 pixel_vmask_and_gm(vec3 source, float 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_rgb = vec3( 1.0 , ooo , ooo ); //col 1
vec3 m2_rgb = vec3( ooo , 1.0 , ooo ); //col 2
vec3 m3_rgb = vec3( ooo , ooo , 1.0 ); //col 3
vec3 gap = vec3( ooo );
vec3 m1_gm = vec3( ooo , 1.0 , ooo ); //col 1
vec3 m2_gm = vec3( 1.0 , ooo , 1.0 ); //col 2
vec3 m1 = (m1_gm * VMASK_USE_GM) + (m1_rgb * (1-VMASK_USE_GM));
vec3 m2 = (m2_gm * VMASK_USE_GM) + (m2_rgb * (1-VMASK_USE_GM));
vec3 m3 = m3_rgb;
vec3 pixel_out;
vec3 vmasked;
vec4 vec_mod_rgb = vec4(3,1,2,3);
vec4 vec_mod_gm = vec4(2,1,2,0.0);
vec4 vec_mod = (vec_mod_gm * VMASK_USE_GM) + (vec_mod_rgb* (1-VMASK_USE_GM));
vec_mod=(vec_mod + vec4(VMASK_GAP,0.0,0.0,0.0))* VMASK_DARKLINE_SCALE ;
float fcol = vOutputCoord.s * params.OutputSize.x;
if (mod(fcol, vec_mod.x) < vec_mod.y)
vmasked = m1 * source;
else if (mod(fcol, vec_mod.x) < vec_mod.z)
vmasked = m2 * source;
else if ( mod(fcol, vec_mod.x) < vec_mod.w && VMASK_USE_GM < 1.0 )
vmasked = m3 * source;
else vmasked = gap * source;
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if (over_white == 1.0) pixel_out = vmasked;
else {
white_reference-= over_white;
white_reference= clamp(white_reference,0.0,1.0);
pixel_out= mix(vmasked,source,white_reference);
}
return pixel_out;
}
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vec3 pixel_vmask_gm(vec3 source, float white_reference, float over_white) {
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// Simple RGB mask emulation with or without horizontal gap
float 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 );
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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 ;
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if (mod(fcol, vec_mod.x) < vec_mod.y)
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vmasked = m1 * source;
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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 {
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white_reference-= over_white;
white_reference= clamp(white_reference,0.0,1.0);
pixel_out= mix(vmasked,source,white_reference);
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}
return pixel_out;
}
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/*vec3 pixel_darklines_old(vec3 source,float darkline_every, float darkline_trans,
float do_offset, float 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.
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darkline_trans+=(white_reference-over_white);
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darkline_trans=clamp(darkline_trans,0.0,1.0);
}
//Slotmask (darklines are drawn with offset)
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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;
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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 );
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}*/
vec3 pixel_darklines(vec3 source,float darkline_every, float darkline_trans,
float do_offset, float white_reference,float over_white, vec2 coords) {
float period_x = (3.0 - VMASK_USE_GM + VMASK_GAP) * VMASK_DARKLINE_SCALE;
float period_y = darkline_every * VMASK_DARKLINE_SCALE;
vec2 FragCoord = vFragCoord;
if (over_white != 1.0) {
//less effect on bright colors.
darkline_trans+=(white_reference-over_white);
darkline_trans=clamp(darkline_trans,0.0,1.0);
}
if (do_offset > 0.0) {
float column = int(floor(mod(FragCoord.x, period_x*2.0)));
if (column < period_x) FragCoord.y+=period_y/2.0;
}
float row = int(floor(mod(FragCoord.y, period_y)));
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if (row < VMASK_DARKLINE_SCALE)
return source * darkline_trans;
else
return source;
}
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float scanline_shape(vec2 coords, bool do_slotmask, float lum) {
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/* Produces a B/W scanline shape to be multiplicated by the source
* pixel later on to emulate scanline effect.
* scanlines can be drawn on odd and even fields alternating on odd and
* even frames to emulate that aspect of interlacing.
*/
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float period = vScanlinePeriod;
bool is_interlaced = bool(vIsInterlaced);
bool alternate = bool(vScanlinesAlternate);
bool do_flicker = bool(vFlickeringScanlines);
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//...to scale scanline tickness:
//float lum_scaled = scale_to_range(lum, SCANLINE_MIN, SCANLINE_MAX);
float lum_scaled = lum * SCANLINE_MAX;
lum_scaled = clamp( lum_scaled, SCANLINE_MIN, SCANLINE_MAX );
float angle_base = coords.y * pi * params.OriginalSize.y * period;// + vScanlinePhase;
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float lines = 1.0;
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if (!( is_interlaced && SCANLINE_DISABLE_ON_INTERLACE == 1.0 )) {
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/*if (alternate)
lines = -sin(angle_base + HALF_PI);
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else
lines = sin(angle_base);
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*/
//Unbranched the previous if/then/else:
lines = (2*vScanlinesAlternate -1) * sin(angle_base + (vScanlinesAlternate * HALF_PI)) ;
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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.
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lines = lines * pixel_darklines(vec3(1.0),DARKLINES_PERIOD,1-SCANLINE_SM_STRENGTH,1.0, 0.0 ,1.0, coords).r;
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} 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;
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if (SCANLINE_SM_TYPE == 1.0) {
// Slotmask is out oh phase every "odd" triple and mixed with
// the straight scanline.
// slotmask strength and stagger are configurable.
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// Acceptable values are with stagger around 79 (pi/4)
if (odd_column) {
float phase = pi + SCANLINE_SM_VOFFSET*0.01 * lum_scaled;
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float angle_slotmask = angle_base + phase;
float slotmask = sin(angle_slotmask);
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slotmask = (slotmask*slotmask);
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lines = mix(lines, slotmask, SCANLINE_SM_STRENGTH);
}
}
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else if (SCANLINE_SM_TYPE == 2.0) {
float phase;
//Slotmask is always out of phase by QUARTER_PI
//Every "odd triple" column, it is also out of phase of HALF_PI
//Slotmask is multiplied by original scanline and thinner.
//Only strength parameter is taken into account.
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if (odd_column)
phase = period * pi + QUARTER_PI * lum_scaled;
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else
phase = period * HALF_PI + QUARTER_PI;
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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.
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if (odd_column) {
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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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//Thickness (min):
//lines = pow(lines, 1/(lum_scaled+eps) );
//lines = pow(lines, 1/(sqrt(lum_scaled) ) );
//lines = pow(lines, 1/(lum_scaled*lum_scaled+eps) );
//lines = pow( lines , 1/(lum_scaled ) ) ;
//0.0125 is an anti-moiree measure.
//lines = pow( max(lines, 0.05), 1/lum_scaled) ;
//lines = pow(lines, 1/(sqrt(lum_scaled) ) );
//lines = pow(clamp(lines + 0.05, 0.0,1.0) , 1/sqrt(lum_scaled));
//float extra_power_1 = 3.0;
float extra_power_1 = max(SCANLINE_MAX/3.0, 1.0);
lines = pow(clamp(lines, SCANLINE_DARK * 2.0, 1.0) , 1/(sqrt(lum_scaled*lum_scaled*extra_power_1) ) );
//lines = pow(clamp(lines + 0.05, 0.0,1.0) , 1/(sqrt(lum_scaled*lum_scaled*extra_power_1) ) ) * extra_power_1/2.0;
//lines = pow(clamp(lines + 0.05, 0.0,1.0) , 1/(lum_scaled*lum_scaled));
//Thickness (max):
/*lines = pow(abs(lines), 1/(10*lum_scaled*lum_scaled));
float clamp_start=0.5;
if (lum_scaled>clamp_start) lines = clamp(lines,(lum_scaled-clamp_start)/(1-clamp_start) ,1.0); //FIXME use step?*/
//min-max, ma difficile da gestire con la slotmask.
// float extra_power = 2.0;
// float m = mod(angle_base + (vScanlinesAlternate * HALF_PI), pi);
// lines = exp( -pow((m-(HALF_PI)),2) / ( lum*extra_power ) ) * extra_power;
lines = lines * (1-SCANLINE_DARK ) + SCANLINE_DARK ;
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return lines;
}
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float get_clamped_white_reference(vec3 pixel_in){
float white_reference = max(max(pixel_in.r,pixel_in.g),pixel_in.b);
white_reference = min(white_reference,1.0); //Clamp here for both vmask and darklines.
return white_reference;
}
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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
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if (bBorder_needed &&
(vTexCoord.x < 0.0 || vTexCoord.x > 1.0 || vTexCoord.y < 0.0 || vTexCoord.y > 1.0))
return vec4(0.0);
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vec3 pixel_in;
vec3 pixel_glowed;
//Get the first available pixel_in:
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//vec2 off=vec2(0.0,+ global.first_passSize.w*0.5); needed
//To be added to the following coords and to halo coords (FIXME: WHY?)
//if drawing scanlines on first pass too)
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if (DO_IN_GLOW == 1.0) {
pixel_glowed = texture(in_glow_pass,coords).rgb;
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pixel_in = pixel_glowed;
} else {
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pixel_in = texture(shift_and_bleed_pass,coords).rgb ;
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}
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vec3 pixel_out = pixel_in;
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float white_reference;
if (VMASK_OVERWHITE+DRKLN_OVERWHITE < 2.0 ) {
white_reference = get_clamped_white_reference(pixel_in);
}
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//Mask and darklines:
if (DO_VMASK_AND_DARKLINES == 1.0 ) {
vec3 pixel_in_compensated = pixel_in;
pixel_in_compensated = pixel_push_luminance(pixel_in, RGB_MASK_STRENGTH * MASK_COMPENSATION);
if (RGB_MASK_STRENGTH > 0.0) {
//Use RGB pattern or exploit RGB layout with green and magenta?
if (VMASK_USE_GM < 1.0)
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pixel_out = pixel_vmask(pixel_in_compensated, white_reference, VMASK_OVERWHITE);
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else
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pixel_out = pixel_vmask_gm(pixel_in_compensated, white_reference, VMASK_OVERWHITE);
//Tried to unbranch to no avail (worse performances)
//pixel_out = pixel_vmask_and_gm(pixel_in_compensated, white_reference, VMASK_OVERWHITE);
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}
pixel_out = pixel_push_luminance(pixel_out, DARKLINES_STRENGTH * (1.0/DARKLINES_PERIOD) * MASK_COMPENSATION);
//Screen lines (slotmask aperture grille)
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if ( DARKLINES_STRENGTH > 0.0 ) {
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float MYDARKLINES_TRANSPARENCY = 1.0 - DARKLINES_STRENGTH;
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pixel_out = pixel_darklines(pixel_out, DARKLINES_PERIOD, MYDARKLINES_TRANSPARENCY, DARKLINES_VOFFSET, white_reference, DRKLN_OVERWHITE, coords);
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}
}
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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;
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pixel_out += pixel_haloed * (1 - HALO_VS_SCAN);
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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.
*/
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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;
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/*if (DO_HALO == 1.0)
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pixel_bleed = pixel_haloed;
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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));
}
//Obtain the scanlines screen by multiplying the scanline shape by the pixel color.
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//and emulate the bleeding of the color over the dark part of the scanlined screen.
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//float scanline_shape = scanline_shape(coords, SCANLINE_SM_TYPE > 0.0 );
float lum = max(max(pixel_out.r, pixel_out.g), pixel_out.b);
float scanline_shape = scanline_shape(coords, SCANLINE_SM_TYPE > 0.0, lum );
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pixel_out = pixel_out * ( scanline_shape + ( pixel_bleed * SCANLINES_BLEEDING * ( 1 - scanline_shape ) ));
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//pixel_out *= scanline_shape;
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}
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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)
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if (DO_CCORRECTION == 1.0) pixel_out = pow(max(pixel_out, vec3(0.0)),vec3(GAMMA_OUT));
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//Out
return vec4(pixel_out,1.0) ; //* border(border_coords);
}
float global_noise;
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#ifdef STATIC_SUPPORT_BACKDROP
vec3 pixel_backdrop_image() {
vec2 backdrop_offset=vec2(BACKDROP_OFFX,BACKDROP_OFFY);
vec2 backdrop_tex_size = textureSize(backdrop, 0);
float backdrop_lod = log2(backdrop_tex_size.y / global.FinalViewportSize.y);
vec2 backdrop_coords = get_scaled_coords_aspect(
vOutputCoord+backdrop_offset,
global.FinalViewportSize,
backdrop_tex_size.x/backdrop_tex_size.y,
bool(vIsRotated));
backdrop_coords=zoom(backdrop_coords, BACKDROP_ZOOM);
return textureLod(backdrop, backdrop_coords, backdrop_lod).rgb;
}
#endif
vec4 textureLod_wrap(sampler2D tex, vec2 co, float lod, float wrap_mode) {
/*
// Mirrored repeat, once, useless since is done by default
if (co.x > 1.0 || co.x < 0.0)
co.x = 1- mod(co.x, 1.0);
if (co.y > 1.0 || co.y < 0.0)
co.y = 1- mod(co.y, 1.0);
*/
if (wrap_mode == 1.0) {
//Clamp to border, black.
bool bOutside = (co.x < 0.0 || co.x > 1.0 || co.y < 0.0 || co.y > 1.0 ) ;
if (bOutside) return vec4(0.0,0.0,0.0,1.0);
} else if (wrap_mode == 2.0) {
//Clamp to edge:
co = clamp(co, 0.00, 1.0);
} else if (wrap_mode == 3.0) {
//Repeat no mirror:
co = mod(co, 1.0);
}
return textureLod(tex, co, lod);
}
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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);
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if (BG_IMAGE_ROTATION > 0.0 || ( BG_IMAGE_ROTATION < 0.0 && bool(vIsRotated) ) ) tex_size.xy = tex_size.yx;
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vec2 back_coords = get_scaled_coords_aspect(vOutputCoord + bg_image_offset, global.FinalViewportSize, tex_size.x/tex_size.y, bool(vIsRotated));
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if (BG_IMAGE_ROTATION < 0.0 && bool(vIsRotated) ) {
//handle automatic rotation of bg image for rotated games
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back_coords.xy = back_coords.yx;
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back_coords.y = 1 - back_coords.y;
} else if (BG_IMAGE_ROTATION > 0.0) {
//rotate as user prefs
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back_coords.xy = back_coords.yx;
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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);
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return textureLod_wrap(bg_over, back_coords, bg_over_lod, BG_IMAGE_WRAP_MODE);
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}
//under
vec2 tex_size = textureSize(bg_under, 0); // * BG_ZOOM;
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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);
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vec2 back_coords = get_scaled_coords_aspect(vOutputCoord + bg_image_offset,global.FinalViewportSize, tex_size.x/tex_size.y, bool(vIsRotated));
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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);
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return textureLod_wrap(bg_under,back_coords,bg_under_lod, BG_IMAGE_WRAP_MODE);
//return textureLod(bg_under,back_coords,bg_under_lod);
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}
vec3 pixel_border(bool image_over) {
/* Returns the surrounding of the tube/bezel:
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* The led lights alone
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* the led light "under" a background image (alpha driven)
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* black if we need to overlay a game backdrop
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*/
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#ifdef STATIC_SUPPORT_BACKDROP
return vec3(0.0);
#endif
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vec3 pixel_out = vec3(1.0);
if (DO_AMBILIGHT == 1.0)
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pixel_out = texture(ambi_temporal_pass, vOutputCoord).rgb + vec3(global_noise);
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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;
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col = scale_to_range_vec3(col, -con_max+1, con_max);
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return clamp(col,0.0,1.0);
}
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#define STATIC_BEZEL_USE_MIPMAP 1.0
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vec3 compose_bezel_over(vec3 full_viewport) {
vec2 coords_for_bezel = vTexCoord;
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if (BEZEL_FRAME_ZOOM != 0.0)
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coords_for_bezel = zoomout_coords(coords_for_bezel,-BEZEL_FRAME_ZOOM,1.0);
/* Bezel image is a fixed png file, and is curved.
* To have a straight bezel, we can "unwarp" it and then curve it again
* Too lame?
float BEZEL_IMG_BORDER_START_X = 120.0/2923.0; //= 0.03; 120
float BEZEL_IMG_BORDER_END_X = 220.0/2923.0 ;//= 0.2; 220
float BEZEL_IMG_BORDER_START_Y = 75.0/2178.0; //= 0.01; 75
float BEZEL_IMG_BORDER_END_Y = 160.0/2178.0;//= 0.4; 160
float BEZEL_IMG_CURVATURE_X = 0.6;
float BEZEL_IMG_CURVATURE_Y = 0.6;
float min_x = min(coords_for_bezel.x, 1-coords_for_bezel.x);
float min_y = min(coords_for_bezel.y, 1-coords_for_bezel.y);
float kx = smoothstep(BEZEL_IMG_BORDER_START_X, BEZEL_IMG_BORDER_END_X, min(coords_for_bezel.x, 1-coords_for_bezel.x));
float ky = smoothstep(BEZEL_IMG_BORDER_START_Y, BEZEL_IMG_BORDER_END_Y, min(coords_for_bezel.y, 1-coords_for_bezel.y));
coords_for_bezel = Warp(coords_for_bezel,-BEZEL_IMG_CURVATURE_X * kx , -BEZEL_IMG_CURVATURE_Y * ky );
coords_for_bezel = Warp(coords_for_bezel,GEOM_WARP_X * kx , GEOM_WARP_Y * ky );
*/
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//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;
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vec2 coords_for_mirror = coords_for_bezel;
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//Main lut:
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vec4 bezel;
#ifdef STATIC_BEZEL_USE_MIPMAP
vec2 bezel_lut_size = textureSize(monitor_body_curved,0); //no need to branch here if we assume straight and curved textures are the same size. //FIXME?
float bezel_frame_lod = log2(bezel_lut_size.y * (BEZEL_FRAME_ZOOM+1.0) /global.FinalViewportSize.y);
if (BEZEL_USE_STRAIGHT < 0.5)
bezel = textureLod(monitor_body_curved,coords_for_bezel,bezel_frame_lod);
else
bezel = textureLod(monitor_body_straight,coords_for_bezel,bezel_frame_lod);
#else
if (BEZEL_USE_STRAIGHT < 0.5)
bezel = texture(monitor_body_curved,coords_for_bezel);
else
bezel = texture(monitor_body_straight,coords_for_bezel);
#endif
//return mix(bezel.rgb, vec3(kx), 0.5);
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//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,
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coords_for_mirror + random( min(global.FinalViewportSize.z,global.FinalViewportSize.w)*1.5, vTexCoord ) ).rgb;
//return pixel_mirrored;
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//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;
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//return vec3(reflection);
pixel_mirrored = pixel_mirrored * reflection * BEZEL_REFL_STRENGTH;
//return pixel_mirrored;
vec3 bezel_out = bezel_colored + pixel_mirrored;
//Mix ambient light over bezel? (branching this is worse)
vec3 ambitemporalpass = texture(ambi_temporal_pass, vOutputCoord).rgb;
ambitemporalpass = max(ambitemporalpass, 0.0); //<-- this to avoid undefined results
vec3 pixel_ambilight = DO_AMBILIGHT * (ambitemporalpass + global_noise);
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float opacita = bezel.a;
bezel_out = bezel_out + pixel_ambilight * AMBI_OVER_BEZEL * (1 -reflection) * bezel.a;
//bezel_out = vec3(bezel.a);
//(1- (max(reflection, lut_hardness), bezel.a)) ;
//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.
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float lut_hardness = bezel.g;
if (lut_hardness > 0.0) {
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vec4 pixel_avglum = texture(avglum_pass,vOutputCoord);
bezel_out = bezel_out + ( ( pixel_avglum.rgb + pixel_avglum.a*0.5) * lut_hardness * 0.57 * BEZEL_REFL_STRENGTH );
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}
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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 ;
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if (BLOOM_BYPASS > 0.5)
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pixel_out = bloomed;
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else
pixel_out += bloomed;
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}
//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) {
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//float in_aspect = get_in_aspect();
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if (DO_VIGNETTE == 1.0) {
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float dist = length(vec2((coords.x-0.5)*vIn_aspect,coords.y-0.5));
float vignette = smoothstep(V_SIZE,0.0,dist)*V_POWER;
//float vignette = vV_POWER * (vV_SIZE + 16.0* coords.x*coords.y*(1.0-coords.x)*(1.0-coords.y));
//vignette = min(vignette,99999.0); //<--- big wtf here, why is this needed?
////...see: https://github.com/kokoko3k/koko-aio-slang/issues/3
pixel_out = pixel_out * vignette;
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}
if (DO_SPOT == 1.0) {
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float dist = length(vec2((coords.x-0.5)*vIn_aspect,coords.y-0.5)+spot_offset);
float spot = smoothstep(S_SIZE,0.0,dist)*S_POWER;
//vec2 scoords = clamp(coords + spot_offset, 0.0,1.0);
//float spot = vS_POWER * (vS_SIZE + 16.0*scoords.x*scoords.y*(1.0-scoords.x)*(1.0-scoords.y));
pixel_out = pixel_out + spot;
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}
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//pixel_out += global_noise;
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}
//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;
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//Luminosity dependant zoom
if (DO_DYNZOOM == 1.0) {
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//float zoomin = 1.0 + (texture(bloom_pass_final, coords ).a/ DYNZOOM_FACTOR * 80.0); <<-- funny.
//float dynzoom = 1.0 + (texture(avglum_pass, vec2(0.75,0.75) ).a/ DYNZOOM_FACTOR);
float dynzoom = get_dyn_zoom(avglum_pass);
coords = zoom(coords, dynzoom);
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}
//Scale coords according to bezel settings?
if (DO_BEZEL == 1.0) {
coords = zoomout_coords(coords, -BEZEL_INNER_ZOOM , 1.0);
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coords = clamp(coords, 0.0,1.0);
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}
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//Curvature
if (DO_CURVATURE == 1.0) {
if ((GEOM_WARP_X > 0.0) || (GEOM_WARP_Y > 0.0))
coords = Warp_fast(coords, vWarp_vexp, vWarp_arg2);
}
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//"Just" handle inner and outer frame here:
vec4 pixel_out = main_wrap(coords);
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#ifdef STATIC_SUPPORT_BACKDROP
pixel_out += vec4(pixel_backdrop_image(), 1.0);
#endif
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//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
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//if (vTexCoord.y < 0.5) pixel_out = texture(first_pass,vTexCoord);
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//pixel_out = texture(avglum_pass,vTexCoord);
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//vec4 pixel_mirrored = texture(reflected_blurred_pass2,vTexCoord);
//pixel_out = pixel_mirrored;
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FragColor = pixel_out;
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//FragColor = vec4(blur_shade(vTexCoord) );
//FragColor = vec4(random(1.0, vTexCoord * params.FrameCount));
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}