2022-09-27 11:38:41 +10:00
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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) 2019-2022 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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2022-10-11 07:26:21 +11:00
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#include "../base/common/helper-functions.inc"
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2022-09-27 11:38:41 +10:00
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float HSM_DEDITHER_MODE;
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float HSM_DEDITHER_BRIGHTNESS_BIAS;
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} params;
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2022-10-11 07:26:21 +11:00
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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2022-09-27 11:38:41 +10:00
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#pragma parameter HSM_DEDITHERING_TITLE "[ --- MDAPT & HYLLIAN DE-DITHERING --- ]:" 0 0 0.01 0.01
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#pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1
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#define HSM_DEDITHER_MODE params.HSM_DEDITHER_MODE
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#pragma parameter HSM_DEDITHER_BRIGHTNESS_BIAS " Transparency Brightness Bias" 100 10 300 5
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#define HSM_DEDITHER_BRIGHTNESS_BIAS params.HSM_DEDITHER_BRIGHTNESS_BIAS * 0.013
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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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void main()
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{
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FragColor = texture(Source, vTexCoord);
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if (HSM_DEDITHER_MODE > 0.5)
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FragColor = HSM_Delinearize(texture(Source, vTexCoord), HSM_DEDITHER_BRIGHTNESS_BIAS);
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}
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