slang-shaders/bezel/Mega_Bezel/shaders/base/common/common-functions-bezel.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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*/
vec2 HSM_GetOuterBezelScale(vec2 tube_diffuse_scale, float screen_aspect)
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{
vec2 bezel_outer_scale_offset = vec2(HSM_BZL_WIDTH / screen_aspect + 1, HSM_BZL_HEIGHT + 1);
return bezel_outer_scale_offset;
}
vec2 GetDefaultScreenScale()
{
float output_aspect = global.FinalViewportSize.x / global.FinalViewportSize.y;
vec2 out_placement_scale = DEFAULT_UNCORRECTED_SCREEN_SCALE;
out_placement_scale.x /= output_aspect;
return out_placement_scale;
}
vec2 GetDefaultBezelScale()
{
float output_aspect = global.FinalViewportSize.x / global.FinalViewportSize.y;
vec2 out_placement_scale = DEFAULT_UNCORRECTED_BEZEL_SCALE;
out_placement_scale.x /= output_aspect;
return out_placement_scale;
}
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float HSM_GetSimpleBezelCoords(vec2 tube_diffuse_coord,
vec2 tube_diffuse_scale,
vec2 tube_scale,
float screen_aspect,
inout vec2 bezel_outside_coord,
inout vec2 frame_outside_coord)
{
float output_aspect = global.OutputSize.x / global.OutputSize.y;
vec2 bezel_outer_pos_offset = vec2(0, HSM_BZL_OUTER_POSITION_Y);
vec2 bezel_outer_scale_offset = HSM_GetOuterBezelScale(tube_diffuse_scale, screen_aspect);
bezel_outside_coord = tube_diffuse_coord + bezel_outer_pos_offset;
vec2 black_edge_scale_offset = tube_scale / tube_diffuse_scale;
bezel_outside_coord = HSM_GetInverseScaledCoord(bezel_outside_coord, black_edge_scale_offset * bezel_outer_scale_offset) + vec2(0, HSM_BZL_OUTER_POSITION_Y);
frame_outside_coord = (bezel_outside_coord +
vec2(0, HSM_FRM_OUTER_POS_Y) - 0.5) /
vec2((HSM_FRM_THICKNESS * HSM_FRM_THICKNESS_SCALE_X) /
(tube_diffuse_scale.x / tube_diffuse_scale.y * output_aspect) + 1,
HSM_FRM_THICKNESS + 1) + 0.5;
return 0;
}
float HSM_GetBezelCoords(vec2 tube_diffuse_coord,
vec2 tube_diffuse_scale,
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vec2 tube_scale,
float screen_aspect,
bool curve_coords_on,
inout vec2 bezel_outside_scale,
inout vec2 bezel_outside_coord,
inout vec2 bezel_outside_curved_coord,
inout vec2 frame_outside_coord)
{
float output_aspect = global.OutputSize.x / global.OutputSize.y;
vec2 bezel_outer_pos_offset = vec2(0, HSM_BZL_OUTER_POSITION_Y);
vec2 bezel_outer_scale_offset = HSM_GetOuterBezelScale(tube_diffuse_scale, screen_aspect);
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bezel_outside_coord = tube_diffuse_coord + bezel_outer_pos_offset;
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bezel_outside_curved_coord = bezel_outside_coord;
// Only run curved coordinates if requested or we are using tilt
if (curve_coords_on)
if ((HSM_CURVATURE_MODE > 0) && ((HSM_CURVATURE_3D_TILT_ANGLE_X != 0) || (HSM_CURVATURE_3D_TILT_ANGLE_Y != 0)))
bezel_outside_curved_coord = HSM_GetCurvedCoord(bezel_outside_curved_coord, 0, bezel_outer_scale_offset.x * output_aspect / bezel_outer_scale_offset.y);
vec2 black_edge_scale_offset = tube_scale / tube_diffuse_scale;
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bezel_outside_scale.xy = tube_diffuse_scale * black_edge_scale_offset * bezel_outer_scale_offset;
// bezel_outside_transform.zw = -vec2(HSM_SCREEN_POSITION_X, HSM_SCREEN_POSITION_Y) + bezel_outer_pos_offset * tube_diffuse_scale;
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bezel_outside_coord = HSM_GetInverseScaledCoord(bezel_outside_curved_coord, black_edge_scale_offset * bezel_outer_scale_offset) + vec2(0, HSM_BZL_OUTER_POSITION_Y);
bezel_outside_curved_coord = HSM_GetInverseScaledCoord(bezel_outside_curved_coord, black_edge_scale_offset * bezel_outer_scale_offset) + vec2(0, HSM_BZL_OUTER_POSITION_Y);
frame_outside_coord = (bezel_outside_curved_coord +
vec2(0, HSM_FRM_OUTER_POS_Y) - 0.5) /
vec2((HSM_FRM_THICKNESS * HSM_FRM_THICKNESS_SCALE_X) /
(tube_diffuse_scale.x / tube_diffuse_scale.y * output_aspect) + 1,
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HSM_FRM_THICKNESS + 1) + 0.5;
if (HSM_BZL_OUTER_CURVATURE_SCALE > 0)
{
if (curve_coords_on)
bezel_outside_curved_coord = HSM_GetTubeCurvedCoord(bezel_outside_curved_coord, HSM_BZL_OUTER_CURVATURE_SCALE, tube_diffuse_scale, tube_scale, bezel_outer_scale_offset.x * global.OutputSize.x / global.OutputSize.y / bezel_outer_scale_offset.y, 0);
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if (curve_coords_on)
if ( HSM_FRM_OUTER_CURVATURE_SCALE > 0)
frame_outside_coord = HSM_GetTubeCurvedCoord(frame_outside_coord, HSM_BZL_OUTER_CURVATURE_SCALE * HSM_FRM_OUTER_CURVATURE_SCALE, tube_diffuse_scale, tube_scale, bezel_outer_scale_offset.x * global.OutputSize.x / global.OutputSize.y / bezel_outer_scale_offset.y, 0);
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}
DEFAULT_SCREEN_SCALE = GetDefaultScreenScale();
DEFAULT_BEZEL_SCALE = GetDefaultBezelScale();
return 0;
}
float MAX_LAYER_ORDER = 12;
bool HSM_GetUseTubeStaticReflection()
{
return HSM_TUBE_STATIC_REFLECTION_IMAGE_ON > 0.5 && HSM_GetUseOnCurrentScreenIndex(HSM_TUBE_STATIC_REFLECTION_IMAGE_DUALSCREEN_VIS_MODE);
}
bool HSM_GetUseTubeDiffuseImage()
{
return HSM_TUBE_DIFFUSE_MODE == 1 && HSM_GetUseOnCurrentScreenIndex(HSM_TUBE_DIFFUSE_IMAGE_DUALSCREEN_VIS_MODE);
}
bool HSM_GetUseTubeColoredGelImage()
{
return HSM_TUBE_COLORED_GEL_IMAGE_ON > 0.5 && HSM_GetUseOnCurrentScreenIndex(HSM_TUBE_COLORED_GEL_IMAGE_DUALSCREEN_VIS_MODE);
}
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
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vec4 HSM_GetTubeHighlight(vec2 tube_curved_coord, bool apply_to_mirror, in sampler2D TubeStaticReflectionImage)
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{
tube_curved_coord = HSM_GetViewportCoordWithFlip(tube_curved_coord);
vec4 out_color = vec4(0);
vec2 mirrored_tube_coord = tube_curved_coord;
if (apply_to_mirror)
mirrored_tube_coord = HSM_GetMirrorWrappedCoord(tube_curved_coord);
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;
vec2 tube_highlight_coord = (mirrored_tube_coord - 0.5) / vec2(HSM_TUBE_STATIC_SCALE * HSM_TUBE_STATIC_SCALE_X, HSM_TUBE_STATIC_SCALE) + 0.5;
tube_highlight_coord = (tube_highlight_coord - 0.5) / vec2(HSM_TUBE_STATIC_SCALE_X, 1) + 0.5;
tube_highlight_coord.x = (tube_highlight_coord.x + HSM_TUBE_STATIC_POS_X - 0.5) * HSM_FLIP_VIEWPORT_HORIZONTAL + 0.5;
tube_highlight_coord.y = (tube_highlight_coord.y + HSM_TUBE_STATIC_POS_Y - 0.5) * HSM_FLIP_VIEWPORT_VERTICAL + 0.5;
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// Mask the very outer edge of the tube for a very small shadowing effect
float tube_highlight_mask = HSM_GetCornerMask((tube_curved_coord - 0.5) + 0.5 , TUBE_DIFFUSE_ASPECT, HSM_BZL_INNER_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS, 0.9);
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vec4 tube_highlight_image = vec4(0);
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if (HSM_TUBE_STATIC_DITHER_SAMPLES > 0)
{
// Dithering for the glass reflection if needed to reduce banding
tube_highlight_image = HSM_GetStoichaicBlurredSample(TubeStaticReflectionImage, tube_highlight_coord, HSM_TUBE_STATIC_DITHER_SAMPLES, HSM_TUBE_STATIC_DITHER_DISTANCE, HSM_TUBE_STATIC_DITHER_AMOUNT);
}
else
{
tube_highlight_image = HSM_GetMipmappedTexSample(TubeStaticReflectionImage, tube_highlight_coord, TUBE_SCALE, 0);
}
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tube_highlight_image = HSM_Linearize(tube_highlight_image, DEFAULT_SRGB_GAMMA) * tube_highlight_mask;
out_color = HSM_TUBE_STATIC_REFLECTION_IMAGE_OPACITY * tube_highlight_image * tube_highlight_image.a;
out_color.rgb *= HSM_GLOBAL_GRAPHICS_BRIGHTNESS;
return out_color;
}