#version 450 /* This pass simulates the presence of a led strip placed on the back of the virtual screen */ #include "config.inc" #include "includes/functions.include.slang" #define PastSampler ambi_temporal_passFeedback #define smp_internalness 0.07 //The distance between the screen border and the color sampling point #define leds_per_strip 8 //How many leds per border #define radius 0.001 //The base radius of the emitted light (tuned by user parameter later) #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 float vLedBorder_min; layout(location = 2) out float vLedBorder_max; layout(location = 3) out float vLed_step; layout(location = 4) out float lod; layout(location = 5) out vec2 pre_pass_coords; layout(location = 6) out float vIs_rotated; layout(location = 7) out float vAMBI_STRETCH; layout(location = 8) out float vAMBI_POWER; layout(location = 9) out float vSmpBorder_min; layout(location = 10) out float vSmpBorder_max; layout(location = 11) out float vSmp_step; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; //Min/Max points to sample colors: vSmpBorder_min = smp_internalness; vSmpBorder_max = 1.0-smp_internalness; bool isrotated = is_rotated(); vIs_rotated = float(isrotated); if (isrotated) vAMBI_STRETCH = AMBI_STRETCH_VERTICAL; else vAMBI_STRETCH = AMBI_STRETCH; //Move virtual leds position inside to compensate for widen effect float led_internalness = AMBI_INT_OFFSET + (vAMBI_STRETCH *0.025); //less internalness when using bezel: led_internalness -= 0.07 * DO_BEZEL; //led_internalness = -0.18 ; //Min/Max points to show Leds; vLedBorder_min=led_internalness; vLedBorder_max=1.0-led_internalness; vLed_step = (vLedBorder_max - vLedBorder_min) / (leds_per_strip-1); vSmp_step = (vSmpBorder_max - vSmpBorder_min) / (leds_per_strip-1); //Calc a lod for a texture sized led_strip x led_strip lod = log2(global.flick_and_noise_passSize.y / leds_per_strip); //Scale to the original aspect float in_aspect = get_in_aspect(); if ( need_NO_integer_scale() ) pre_pass_coords = get_scaled_coords_aspect(TexCoord,global.FinalViewportSize, in_aspect, isrotated) + vec2(0.00001); else pre_pass_coords = integer_scale(TexCoord, in_aspect, isrotated, GAME_GEOM_INT_SCALE-1.0 ) ; if (DO_GLOBAL_SHZO >0.5) pre_pass_coords = zoom(pre_pass_coords + vec2(-GLOBAL_OFFX, -GLOBAL_OFFY), GLOBAL_ZOOM ); if (DO_GAME_GEOM_OVERRIDE > 0.5) pre_pass_coords = content_geom_override(pre_pass_coords, GAME_GEOM_ASPECT, get_in_aspect(), GAME_GEOM_VSHIFT, GAME_GEOM_HSHIFT, GAME_GEOM_ZOOM); if (DO_BEZEL > 0.5) pre_pass_coords = zoomout_coords(pre_pass_coords, -get_BEZEL_INNER_ZOOM() , 1.0); //Every cycle counts! vAMBI_POWER = AMBI_POWER -1; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in float vLedBorder_min; layout(location = 2) in float vLedBorder_max; layout(location = 3) in float vLed_step; layout(location = 4) in float lod; layout(location = 5) in vec2 pre_pass_coords; layout(location = 6) in float vIs_rotated; layout(location = 7) in float vAMBI_STRETCH; layout(location = 8) in float vAMBI_POWER; layout(location = 9) in float vSmpBorder_min; layout(location = 10) in float vSmpBorder_max; layout(location = 11) in float vSmp_step; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 1) uniform sampler2D PastSampler; layout(set = 0, binding = 2) uniform sampler2D avglum_pass; layout(set = 0, binding = 3) uniform sampler2D avglum_passFeedback; layout(set = 0, binding = 4) uniform sampler2D flick_and_noise_pass; vec3 ambi_push_pass(vec2 coords, float f_lod) { vec3 pixel_out = textureLod(flick_and_noise_pass, coords, f_lod).rgb; pixel_out = pow(pixel_out, vec3(AMBI_GAMMA) ); pixel_out = pixel_push_luminance(pixel_out, vAMBI_POWER); return pixel_out; } float fcircle_smooth(vec2 coords, vec2 middle, float f_radius, float FALLOFF) { float fdistance = distance(middle, vec2(coords.x, coords.y)); return (1-smoothstep(f_radius-FALLOFF, f_radius+FALLOFF, fdistance)); } #define tol_start 0.08 //skip tolerance #define tol_end 1-tol_start vec3 ambi_pre_pass(vec2 coords) { if (DO_TILT == 1.0) coords = tilt(coords, vIs_rotated, vec2(TILT_X, TILT_Y)); //Skip coords in the rect "under the tube" if (coords.x > tol_start && coords.x < tol_end && coords.y > tol_start && coords.y < tol_end) return vec3(0.0); //Stretch the lights? float z1=distance(vec2(0.5,0.5), coords); vec2 zoomed_coords = zoomxy(coords, vec2(1+z1)); coords = mix(coords, zoomed_coords, vAMBI_STRETCH*0.5); float lAMBI_FALLOFF = AMBI_FALLOFF + (z1 * vAMBI_STRETCH*0.5); //Finally, emulate leds. vec3 pixel_out = vec3(0.0); vec2 smp_point; //The coords where the source color is sampled vec2 led_point; //The coords where the led is shown //LEFT strip led_point = vec2(vLedBorder_min); smp_point = vec2(vSmpBorder_min); for (int i=1 ; i <= leds_per_strip ; i++) { float circle_shape = fcircle_smooth(coords, led_point, radius, lAMBI_FALLOFF); vec3 circle_color = ambi_push_pass(smp_point, lod); pixel_out += circle_shape * circle_color; led_point.y += vLed_step; smp_point.y += vSmp_step; } //RIGHT strip led_point = vec2(vLedBorder_max, vLedBorder_min); smp_point = vec2(vSmpBorder_max, vSmpBorder_min); for (int i=1 ; i <= leds_per_strip ; i++) { float circle_shape = fcircle_smooth(coords, led_point, radius, lAMBI_FALLOFF); vec3 circle_color = ambi_push_pass(smp_point, lod); pixel_out += circle_shape * circle_color; led_point.y += vLed_step; smp_point.y += vSmp_step; } //TOP strip led_point = vec2(vLedBorder_min + vLed_step, vLedBorder_min); smp_point = vec2(vSmpBorder_min + vSmp_step, vSmpBorder_min); for (int i=1 ; i <= leds_per_strip-2 ; i++) { float circle_shape = fcircle_smooth(coords, led_point, radius, lAMBI_FALLOFF); vec3 circle_color = ambi_push_pass(smp_point, lod); pixel_out += circle_shape * circle_color; led_point.x += vLed_step; smp_point.x += vSmp_step; } //BOTTOM strip led_point = vec2(vLedBorder_min + vLed_step, vLedBorder_max); smp_point = vec2(vSmpBorder_min + vSmp_step, vSmpBorder_max); for (int i=1 ; i <= leds_per_strip-2 ; i++) { float circle_shape = fcircle_smooth(coords, led_point, radius, lAMBI_FALLOFF); vec3 circle_color = ambi_push_pass(smp_point, lod); pixel_out += circle_shape * circle_color; led_point.x += vLed_step; smp_point.x += vSmp_step; } //pixel_out = pow(pixel_out, 1/vec3(AMBI_GAMMA)); return pow(pixel_out, 1/vec3(1+vAMBI_STRETCH)); } #define MAX_STEPS AMBI_STEPS float ambi_step(float start, float end, float mystep) { float diff = start-end; if (abs(diff) < mystep) return end; //Does not worth to try to unbranch: if (start >= end) return start - mystep; else return start + mystep; } vec3 ambi_step_rgb(vec3 s,vec3 d, vec3 mystep){ //step fade from s to d return vec3 ( ambi_step(s.r, d.r, mystep.r), ambi_step(s.g, d.g, mystep.g), ambi_step(s.b, d.b, mystep.b) ); } vec4 pixel_ambilight(vec2 local_pre_pass_coords) { vec4 past_pixel_vec4 = texture(PastSampler, vTexCoord); vec3 present_pixel = ambi_pre_pass(local_pre_pass_coords).rgb; vec3 past_pixel = past_pixel_vec4.rgb; float scene_change_remaining = past_pixel_vec4.a; float past_avg_lum = texture(avglum_passFeedback,vec2(0.25,0.25)).a; float present_avg_lum = texture(avglum_pass ,vec2(0.25,0.25)).a; float diff_avg_lum = abs(past_avg_lum - present_avg_lum); if (diff_avg_lum >= AMBI_SCENE_CHG_THRSHLD) { scene_change_remaining = 1/AMBI_FAST_STEP; } // Are we changing scene? vec3 mystep; if (scene_change_remaining > 0.0) { mystep = vec3(max(1.0/MAX_STEPS, AMBI_FAST_STEP)); // <- Never slow down fades due to fast step when changing scene scene_change_remaining -= AMBI_FAST_STEP; } else { mystep = abs((past_pixel - present_pixel) / MAX_STEPS); //OK } return vec4(ambi_step_rgb(past_pixel, present_pixel, mystep), scene_change_remaining); } //3.0 makes scene detection not working. #define FRAME_DIVIDER 2.0 void main() { if (DO_AMBILIGHT != 1.0) return; //Nvidia + flycast core + glcore goes crazy with modulo operation and instead of returning 0,1,2 0,1,2 they returns 1,2,3 1,2,3 and so on. //Don't check for != 0.0 here, but use != 1.0. //Also this particular bug does not seem to happen in the last pass. if ( mod(params.FrameCount, FRAME_DIVIDER) != 1.0) { vec4 past_sampler = texture(PastSampler, vTexCoord); past_sampler = max(past_sampler, 0.0); // <- Sanitize input to avoid glitches when enabling the option runtime. FragColor = past_sampler; return; } FragColor = pixel_ambilight(pre_pass_coords); }