slang-shaders/bezel/Mega_Bezel/shaders/base/combine-passes.inc

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/*
Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel
Copyright (C) 2019-2022 HyperspaceMadness - HyperspaceMadness@outlook.com
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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/].
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*/
/////////////// IMPORTS ///////////////
#include "common/globals-and-image-layers-params.inc"
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#include "common/common-functions.inc"
#include "common/common-functions-bezel.inc"
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vec2 UNFLIPPED_VIEWPORT_COORD = vec2(0.5);
vec2 FLIPPED_VIEWPORT_COORD = vec2(0.5);
//////////////////////////////////////////////////////////////////////////////////////////////////
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 6) out vec2 vTexCoord;
layout(location = 8) out vec3 BEZEL_FRAME_ORIGINAL_COLOR_RGB;
//////////////////////////////////////////////////////////////////////////////////////////////////
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
// Not sure why we need linearize this but it seems to have a smoother range this way
BEZEL_FRAME_ORIGINAL_COLOR_RGB = HSM_Linearize(vec4(HSM_HSVtoRGB(vec3(HSM_BZL_COLOR_HUE, HSM_BZL_COLOR_SATURATION, HSM_BZL_COLOR_VALUE)), 1), DEFAULT_SRGB_GAMMA).rgb;
}
//////////////////////////////////////////////////////////////////////////////////////////////////
#pragma stage fragment
layout(location = 6) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
// Pass Framebuffer Textures
layout(set = 0, binding = 1) uniform sampler2D InfoCachePass;
layout(set = 0, binding = 3) uniform sampler2D BR_LayersUnderCRTPass;
#ifdef IS_NO_REFLECT_PRESET
layout(set = 0, binding = 4) uniform sampler2D MBZ_PostCRTPass;
#define MiddlePass MBZ_PostCRTPass
#else
layout(set = 0, binding = 4) uniform sampler2D BR_CRTAndReflectionPass;
#define MiddlePass BR_CRTAndReflectionPass
#endif
layout(set = 0, binding = 5) uniform sampler2D BR_LayersOverCRTPass;
layout(set = 0, binding = 6) uniform sampler2D CombinePassFeedback;
#define PassFeedback CombinePassFeedback
//////////////////////////////////////////////////////////////////////////////////////////////////
void main()
{
UNFLIPPED_VIEWPORT_COORD = vTexCoord;
vec2 VIEWPORT_COORD = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
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HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
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// Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area
HSM_GetBezelCoords(TUBE_DIFFUSE_COORD,
TUBE_DIFFUSE_COORD,
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TUBE_SCALE,
TUBE_DIFFUSE_ASPECT,
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false,
BEZEL_OUTSIDE_SCALE,
BEZEL_OUTSIDE_COORD,
BEZEL_OUTSIDE_CURVED_COORD,
FRAME_OUTSIDE_CURVED_COORD);
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if (HHLP_IsOutsideCoordSpace(BEZEL_OUTSIDE_COORD))
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{
vec4 feedback_color_test = texture(PassFeedback, vec2(0,0));
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if (HSM_CACHE_GRAPHICS_ON > 0.5 && feedback_color_test.a < 0 && !CACHE_INFO_CHANGED && HSM_RENDER_SIMPLE_MODE < 0.5)
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{
FragColor = texture(PassFeedback, UNFLIPPED_VIEWPORT_COORD);
return;
}
}
vec4 out_color = texture(BR_LayersUnderCRTPass, vTexCoord);
out_color.rgb *= HSM_GLOBAL_GRAPHICS_BRIGHTNESS;
vec4 crt_layer = texture(MiddlePass, vTexCoord);
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#ifdef IS_NO_REFLECT_PRESET
crt_layer = HSM_Linearize(crt_layer, DEFAULT_SRGB_GAMMA);
#endif
if (HSM_RENDER_SIMPLE_MODE > 0.5)
crt_layer.rgb = vec3(0);
float bezel_corner_radius = HSM_BZL_INNER_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS;
if(HSM_BZL_USE_INDEPENDENT_CURVATURE > 0)
bezel_corner_radius = HSM_BZL_INNER_CORNER_RADIUS_SCALE * DEFAULT_SCREEN_CORNER_RADIUS;
if (HSM_RENDER_SIMPLE_MODE < 0.5)
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out_color = HSM_PreMultAlphaBlend(out_color, crt_layer);
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vec4 over_layer = texture(BR_LayersOverCRTPass, vTexCoord);
over_layer.rgb *= HSM_GLOBAL_GRAPHICS_BRIGHTNESS;
out_color = HSM_PreMultAlphaBlend(out_color, over_layer);
FragColor = HSM_ApplyGamma(clamp(out_color, 0, 1), DEFAULT_SRGB_GAMMA);
if (HSM_RENDER_SIMPLE_MODE > 0.5)
{
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vec2 tube_curved_coord = HSM_GetTubeCurvedCoord(TUBE_DIFFUSE_COORD, 1, TUBE_DIFFUSE_SCALE, TUBE_SCALE, TUBE_DIFFUSE_ASPECT, 1);
TUBE_DIFFUSE_CURVED_COORD = HSM_GetCurvedCoord(TUBE_DIFFUSE_COORD, HSM_TUBE_BLACK_EDGE_CURVATURE_SCALE, TUBE_DIFFUSE_ASPECT);
TUBE_DIFFUSE_MASK = HSM_GetCornerMask(((TUBE_DIFFUSE_CURVED_COORD - 0.5) * 1.001) + 0.5, TUBE_DIFFUSE_ASPECT, HSM_GLOBAL_CORNER_RADIUS * HSM_TUBE_BLACK_EDGE_CORNER_RADIUS_SCALE, HSM_TUBE_BLACK_EDGE_SHARPNESS);
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TUBE_MASK = HSM_GetCornerMask(tube_curved_coord, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, 0.99);
// float TUBE_MASK_TRIM = HSM_GetCornerMask((tube_curved_coord - 0.5) * 1.003 + 0.5, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, 0.99);
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INSIDE_BEZEL_MASK = HSM_GetCornerMask(BEZEL_OUTSIDE_CURVED_COORD, TUBE_DIFFUSE_ASPECT, HSM_GLOBAL_CORNER_RADIUS * HSM_BZL_OUTER_CORNER_RADIUS_SCALE, 0.9);
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BEZEL_MASK = INSIDE_BEZEL_MASK * (1 - TUBE_MASK);
OUTSIDE_BEZEL_MASK = 1 - INSIDE_BEZEL_MASK;
OUTSIDE_FRAME_MASK = 1 - HSM_GetCornerMask(FRAME_OUTSIDE_CURVED_COORD, TUBE_DIFFUSE_ASPECT, HSM_FRM_OUTER_CORNER_RADIUS, 1);
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FRAME_MASK = OUTSIDE_BEZEL_MASK * (1 - OUTSIDE_FRAME_MASK);
if ( HSM_RENDER_SIMPLE_MODE == RENDER_SIMPLE_MODE_BLACK_SCREEN )
FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(0, 0, 0, 1) * (TUBE_MASK));
if ( HSM_RENDER_SIMPLE_MODE == RENDER_SIMPLE_MODE_BLACK_SCREEN_AND_BG )
FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(0, 0, 0, 1) * (TUBE_MASK + OUTSIDE_FRAME_MASK));
if ( HSM_RENDER_SIMPLE_MODE == RENDER_SIMPLE_MODE_PINK_MASK )
{
if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_SCREEN )
FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(1, 0, 1, 1) * (TUBE_DIFFUSE_MASK));
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if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_TUBE )
FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(1, 0, 1, 1) * (TUBE_MASK));
if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_BEZEL_AND_FRAME )
FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(1, 0, 1, 1) * (TUBE_MASK + OUTSIDE_FRAME_MASK));
if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_BEZEL )
FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(1, 0, 1, 1) * (1 - BEZEL_MASK));
if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_FRAME )
FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(1, 0, 1, 1) * (1 - FRAME_MASK));
}
if ( HSM_RENDER_SIMPLE_MODE == RENDER_SIMPLE_MODE_BLACK_WHITE_MASK )
{
if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_SCREEN )
FragColor = vec4(1 - TUBE_DIFFUSE_MASK);
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if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_TUBE )
FragColor = vec4(1 - TUBE_MASK);
if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_BEZEL_AND_FRAME )
FragColor = vec4(1 - TUBE_MASK) - OUTSIDE_FRAME_MASK;
if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_BEZEL )
FragColor = vec4(BEZEL_MASK);
if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_FRAME )
FragColor = vec4(FRAME_MASK);
}
}
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// If we have calculated an image then set -1 as a flag to show that we have
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if (UNFLIPPED_VIEWPORT_COORD.x < (2 / global.OutputSize.x) && UNFLIPPED_VIEWPORT_COORD.y < (2 / global.OutputSize.y))
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FragColor.a = -1;
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return;
}