/* Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel Copyright (C) 2019-2022 HyperspaceMadness - HyperspaceMadness@outlook.com 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/]. */ //--------------------------------------------------------------------------------------------------- // REFLECTION //--------------------------------------------------------------------------------------------------- #pragma parameter HSM_REFLECTION_TITLE "[ REFLECTION ]:" 0 0 0.01 0.01 #pragma parameter HSM_REFLECT_GLOBAL_AMOUNT " Global Amount" 40 0 1000 1 float HSM_REFLECT_GLOBAL_AMOUNT = global.HSM_REFLECT_GLOBAL_AMOUNT / 100; #pragma parameter HSM_REFLECT_GLOBAL_GAMMA_ADJUST " Global Gamma Adjust" 1.2 0.25 3 0.05 float HSM_REFLECT_GLOBAL_GAMMA_ADJUST = global.HSM_REFLECT_GLOBAL_GAMMA_ADJUST; #pragma parameter HSM_REFLECT_DIRECT_AMOUNT " Direct Reflection" 150 0 300 2 float HSM_REFLECT_DIRECT_AMOUNT = global.HSM_REFLECT_DIRECT_AMOUNT / 100; #pragma parameter HSM_REFLECT_DIFFUSED_AMOUNT " Diffused Reflection" 50 0 300 2 float HSM_REFLECT_DIFFUSED_AMOUNT = global.HSM_REFLECT_DIFFUSED_AMOUNT / 100; #pragma parameter HSM_REFLECT_FULLSCREEN_GLOW " FullScreen Glow" 75 0 600 0.5 float HSM_REFLECT_FULLSCREEN_GLOW = global.HSM_REFLECT_FULLSCREEN_GLOW / 100; #pragma parameter HSM_REFLECT_FULLSCREEN_GLOW_GAMMA " FullScreen Glow Gamma" 3 0 5 0.02 float HSM_REFLECT_FULLSCREEN_GLOW_GAMMA = global.HSM_REFLECT_FULLSCREEN_GLOW_GAMMA; #pragma parameter HSM_REFLECT_BEZEL_INNER_EDGE_AMOUNT " Bezel Inner Edge Amount" 130 0 300 2 float HSM_REFLECT_BEZEL_INNER_EDGE_AMOUNT = global.HSM_REFLECT_BEZEL_INNER_EDGE_AMOUNT / 100; #pragma parameter HSM_REFLECT_BEZEL_INNER_EDGE_FULLSCREEN_GLOW " Bezel Inner Edge Fullscreen Glow" 40 0 1000 1 float HSM_REFLECT_BEZEL_INNER_EDGE_FULLSCREEN_GLOW = global.HSM_REFLECT_BEZEL_INNER_EDGE_FULLSCREEN_GLOW / 100; #pragma parameter HSM_REFLECT_FRAME_INNER_EDGE_AMOUNT " Frame Inner Edge Amount" 50 0 300 2 float HSM_REFLECT_FRAME_INNER_EDGE_AMOUNT = global.HSM_REFLECT_FRAME_INNER_EDGE_AMOUNT / 100; #pragma parameter HSM_REFLECT_FRAME_INNER_EDGE_SHARPNESS " Frame Inner Edge Sharpness" 90 0 90 2 float HSM_REFLECT_FRAME_INNER_EDGE_SHARPNESS = global.HSM_REFLECT_FRAME_INNER_EDGE_SHARPNESS / 100; //--------------------------------------------------------------------------------------------------- // Reflection Fading //--------------------------------------------------------------------------------------------------- #pragma parameter HSM_REFLECTION_FADE_TITLE "[ REFLECTION FADE ]:" 0 0 0.01 0.01 #pragma parameter HSM_REFLECT_FADE_AMOUNT " Fade Amount" 100 0 100 5 float HSM_REFLECT_FADE_AMOUNT = global.HSM_REFLECT_FADE_AMOUNT / 100; #pragma parameter HSM_REFLECT_RADIAL_FADE_WIDTH " Radial Fade Width" 100 0 1000 1 float HSM_REFLECT_RADIAL_FADE_WIDTH = global.HSM_REFLECT_RADIAL_FADE_WIDTH / 350; #pragma parameter HSM_REFLECT_RADIAL_FADE_HEIGHT " Radial Fade Height" 100 0 1000 1 float HSM_REFLECT_RADIAL_FADE_HEIGHT = global.HSM_REFLECT_RADIAL_FADE_HEIGHT / 350; #pragma parameter HSM_REFLECT_LATERAL_OUTER_FADE_POSITION " Lateral Outer Fade Position" -18 -500 500 0.5 float HSM_REFLECT_LATERAL_OUTER_FADE_POSITION = global.HSM_REFLECT_LATERAL_OUTER_FADE_POSITION / -1000; #pragma parameter HSM_REFLECT_LATERAL_OUTER_FADE_DISTANCE " Lateral Outer Fade Distance" 20 1 400 0.5 float HSM_REFLECT_LATERAL_OUTER_FADE_DISTANCE = global.HSM_REFLECT_LATERAL_OUTER_FADE_DISTANCE / 100; //--------------------------------------------------------------------------------------------------- // Reflection Blur //--------------------------------------------------------------------------------------------------- #pragma parameter HSM_REFLECT_BLUR_TITLE "[ REFLECTION BLUR ]:" 0 0 0.01 0.01 #pragma parameter HSM_REFLECT_BLUR_NUM_SAMPLES " Blur Samples - 0 for OFF" 12 0 40 1 float HSM_REFLECT_BLUR_NUM_SAMPLES = global.HSM_REFLECT_BLUR_NUM_SAMPLES; #pragma parameter HSM_REFLECT_BLUR_MIN " Min Blur" 0 0 100 1 float HSM_REFLECT_BLUR_MIN = global.HSM_REFLECT_BLUR_MIN / 100; #pragma parameter HSM_REFLECT_BLUR_MAX " Max Blur" 95 0 100 1 float HSM_REFLECT_BLUR_MAX = global.HSM_REFLECT_BLUR_MAX / 100; #pragma parameter HSM_REFLECT_BLUR_FALLOFF_DISTANCE " Falloff Distance" 100 0 1000 1 float HSM_REFLECT_BLUR_FALLOFF_DISTANCE = global.HSM_REFLECT_BLUR_FALLOFF_DISTANCE / 100; // float HSM_REFLECT_BLUR_FALLOFF_DISTANCE = 1; // Reflection Noise #pragma parameter HSM_REFLECT_NOISE_TITLE "[ REFLECTION NOISE ]:" 0 0 0.01 0.01 #pragma parameter HSM_REFLECT_NOISE_AMOUNT " Noise Amount" 50 0 100 1 float HSM_REFLECT_NOISE_AMOUNT = global.HSM_REFLECT_NOISE_AMOUNT / 100; #pragma parameter HSM_REFLECT_NOISE_SAMPLES " Noise Samples - 0 | 1 | 2 | 12" 1 0 3 1 float HSM_REFLECT_NOISE_SAMPLES = global.HSM_REFLECT_NOISE_SAMPLES; #pragma parameter HSM_REFLECT_NOISE_SAMPLE_DISTANCE " Sample Distance" 100 0 500 5 float HSM_REFLECT_NOISE_SAMPLE_DISTANCE = global.HSM_REFLECT_NOISE_SAMPLE_DISTANCE / 500; //TODO Reflection Mask is disabled at the moment because it really needs the layer scaling sof it can follow the device or other layers // Reflection Mask // #pragma parameter HSM_REFLECT_MASK_TITLE "[ REFLECTION MASK IMAGE ]:" 0 0 0.01 0.01 // #pragma parameter HSM_REFLECT_MASK_IMG_AMOUNT " Reflection Image Mask Amount" 0 0 100 1 // float HSM_REFLECT_MASK_IMG_AMOUNT = global.HSM_REFLECT_MASK_IMG_AMOUNT / 100; // #pragma parameter HSM_REFLECT_MASK_FOLLOW_LAYER " Scaling Mode (Image Layers Only)- FullScreen | Bezel Img" 0 0 1 1 // float HSM_REFLECT_MASK_FOLLOW_LAYER = global.HSM_REFLECT_MASK_FOLLOW_LAYER; #pragma parameter HSM_GLASS_BORDER_ON " Glass Border ON (For Glass Preset)" 0 0 1 1 float HSM_GLASS_BORDER_ON = global.HSM_GLASS_BORDER_ON; #pragma parameter HSM_REFLECT_VIGNETTE_AMOUNT " Glass Reflection Vignette" 0 0 100 0.5 float HSM_REFLECT_VIGNETTE_AMOUNT = global.HSM_REFLECT_VIGNETTE_AMOUNT / 100; #pragma parameter HSM_REFLECT_VIGNETTE_SIZE " Glass Reflection Vignette Size" 100 50 200 2 float HSM_REFLECT_VIGNETTE_SIZE = global.HSM_REFLECT_VIGNETTE_SIZE / 100; /////////////// CONSTANT TUNING SETTINGS /////////////// // #ifndef HSM_REFLECT_CORNER_SPREAD_FALLOFF // #define HSM_REFLECT_CORNER_SPREAD_FALLOFF 100 // #endif