/* Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel Copyright (C) 2019-2021 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 . */ #pragma alias TextPass #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord * 1.00001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D TextPassFeedback; #define PassFeedback TextPassFeedback layout(set = 0, binding = 8) uniform sampler2D InfoCachePass; layout(set = 0, binding = 9) uniform sampler2D InfoCachePassFeedback; /* Text code is from the Shadertoy "96-bit 8x12" Font by Flyguy 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 . */ #define MAX_INT_DIGITS 4 #define CHAR_SIZE vec2(6, 7) #define CHAR_SPACING vec2(6, 11) #define STRWIDTH(c) (c * CHAR_SPACING.x) #define STRHEIGHT(c) (c * CHAR_SPACING.y) #define DOWN_SCALE 2.0 /* Top left pixel is the most significant bit. Bottom right pixel is the least significant bit. ███ | █ █ | █ █ | █ █ | █████ | █ █ | █ █ | 011100 100010 100010 100010 111110 100010 100010 011100 (upper 21 bits) 100010 -> 011100 100010 100010 100 -> 935188 100010 100 010 (lower 21 bits) 111110 -> 010 111110 100010 100010 -> 780450 100010 100010 vec2(935188.0,780450.0) */ //Automatically generated from the sprite sheet here: http://uzebox.org/wiki/index.php?title=File:Font6x8.png vec2 ch_spc = vec2(0.0,0.0); vec2 ch_exc = vec2(276705.0,32776.0); vec2 ch_quo = vec2(1797408.0,0.0); vec2 ch_hsh = vec2(10738.0,1134484.0); vec2 ch_dol = vec2(538883.0,19976.0); vec2 ch_pct = vec2(1664033.0,68006.0); vec2 ch_amp = vec2(545090.0,174362.0); vec2 ch_apo = vec2(798848.0,0.0); vec2 ch_lbr = vec2(270466.0,66568.0); vec2 ch_rbr = vec2(528449.0,33296.0); vec2 ch_ast = vec2(10471.0,1688832.0); vec2 ch_crs = vec2(4167.0,1606144.0); vec2 ch_per = vec2(0.0,1560.0); vec2 ch_dsh = vec2(7.0,1572864.0); vec2 ch_com = vec2(0.0,1544.0); vec2 ch_lsl = vec2(1057.0,67584.0); vec2 ch_0 = vec2(935221.0,731292.0); vec2 ch_1 = vec2(274497.0,33308.0); vec2 ch_2 = vec2(934929.0,1116222.0); vec2 ch_3 = vec2(934931.0,1058972.0); vec2 ch_4 = vec2(137380.0,1302788.0); vec2 ch_5 = vec2(2048263.0,1058972.0); vec2 ch_6 = vec2(401671.0,1190044.0); vec2 ch_7 = vec2(2032673.0,66576.0); vec2 ch_8 = vec2(935187.0,1190044.0); vec2 ch_9 = vec2(935187.0,1581336.0); vec2 ch_col = vec2(195.0,1560.0); vec2 ch_scl = vec2(195.0,1544.0); vec2 ch_les = vec2(135300.0,66052.0); vec2 ch_equ = vec2(496.0,3968.0); vec2 ch_grt = vec2(528416.0,541200.0); vec2 ch_que = vec2(934929.0,1081352.0); vec2 ch_ats = vec2(935285.0,714780.0); vec2 ch_A = vec2(935188.0,780450.0); vec2 ch_B = vec2(1983767.0,1190076.0); vec2 ch_C = vec2(935172.0,133276.0); vec2 ch_D = vec2(1983764.0,665788.0); vec2 ch_E = vec2(2048263.0,1181758.0); vec2 ch_F = vec2(2048263.0,1181728.0); vec2 ch_G = vec2(935173.0,1714334.0); vec2 ch_H = vec2(1131799.0,1714338.0); vec2 ch_I = vec2(921665.0,33308.0); vec2 ch_J = vec2(66576.0,665756.0); vec2 ch_K = vec2(1132870.0,166178.0); vec2 ch_L = vec2(1065220.0,133182.0); vec2 ch_M = vec2(1142100.0,665762.0); vec2 ch_N = vec2(1140052.0,1714338.0); vec2 ch_O = vec2(935188.0,665756.0); vec2 ch_P = vec2(1983767.0,1181728.0); vec2 ch_Q = vec2(935188.0,698650.0); vec2 ch_R = vec2(1983767.0,1198242.0); vec2 ch_S = vec2(935171.0,1058972.0); vec2 ch_T = vec2(2035777.0,33288.0); vec2 ch_U = vec2(1131796.0,665756.0); vec2 ch_V = vec2(1131796.0,664840.0); vec2 ch_W = vec2(1131861.0,699028.0); vec2 ch_X = vec2(1131681.0,84130.0); vec2 ch_Y = vec2(1131794.0,1081864.0); vec2 ch_Z = vec2(1968194.0,133180.0); vec2 ch_lsb = vec2(925826.0,66588.0); vec2 ch_rsl = vec2(16513.0,16512.0); vec2 ch_rsb = vec2(919584.0,1065244.0); vec2 ch_pow = vec2(272656.0,0.0); vec2 ch_usc = vec2(0.0,62.0); vec2 ch_a = vec2(224.0,649374.0); vec2 ch_b = vec2(1065444.0,665788.0); vec2 ch_c = vec2(228.0,657564.0); vec2 ch_d = vec2(66804.0,665758.0); vec2 ch_e = vec2(228.0,772124.0); vec2 ch_f = vec2(401543.0,1115152.0); vec2 ch_g = vec2(244.0,665474.0); vec2 ch_h = vec2(1065444.0,665762.0); vec2 ch_i = vec2(262209.0,33292.0); vec2 ch_j = vec2(131168.0,1066252.0); vec2 ch_k = vec2(1065253.0,199204.0); vec2 ch_l = vec2(266305.0,33292.0); vec2 ch_m = vec2(421.0,698530.0); vec2 ch_n = vec2(452.0,1198372.0); vec2 ch_o = vec2(228.0,665756.0); vec2 ch_p = vec2(484.0,667424.0); vec2 ch_q = vec2(244.0,665474.0); vec2 ch_r = vec2(354.0,590904.0); vec2 ch_s = vec2(228.0,114844.0); vec2 ch_t = vec2(8674.0,66824.0); vec2 ch_u = vec2(292.0,1198868.0); vec2 ch_v = vec2(276.0,664840.0); vec2 ch_w = vec2(276.0,700308.0); vec2 ch_x = vec2(292.0,1149220.0); vec2 ch_y = vec2(292.0,1163824.0); vec2 ch_z = vec2(480.0,1148988.0); vec2 ch_lpa = vec2(401542.0,66572.0); vec2 ch_bar = vec2(266304.0,33288.0); vec2 ch_rpa = vec2(788512.0,1589528.0); vec2 ch_tid = vec2(675840.0,0.0); vec2 ch_lar = vec2(8387.0,1147904.0); float TEXT_MASK = 0; vec2 CUR_UV = vec2(0); #define _spc TEXT_MASK += char_px(ch_spc, CUR_UV); #define _exc TEXT_MASK += char_px(ch_exc, CUR_UV); #define _quo TEXT_MASK += char_px(ch_quo, CUR_UV); #define _hsh TEXT_MASK += char_px(ch_hsh, CUR_UV); #define _dol TEXT_MASK += char_px(ch_dol, CUR_UV); #define _pct TEXT_MASK += char_px(ch_pct, CUR_UV); #define _amp TEXT_MASK += char_px(ch_amp, CUR_UV); #define _apo TEXT_MASK += char_px(ch_apo, CUR_UV); #define _lbr TEXT_MASK += char_px(ch_lbr, CUR_UV); #define _rbr TEXT_MASK += char_px(ch_rbr, CUR_UV); #define _ast TEXT_MASK += char_px(ch_ast, CUR_UV); #define _crs TEXT_MASK += char_px(ch_crs, CUR_UV); #define _per TEXT_MASK += char_px(ch_per, CUR_UV); #define _dsh TEXT_MASK += char_px(ch_dsh, CUR_UV); #define _com TEXT_MASK += char_px(ch_com, CUR_UV); #define _lsl TEXT_MASK += char_px(ch_lsl, CUR_UV); #define _0 TEXT_MASK += char_px(ch_0, CUR_UV); #define _1 TEXT_MASK += char_px(ch_1, CUR_UV); #define _2 TEXT_MASK += char_px(ch_2, CUR_UV); #define _3 TEXT_MASK += char_px(ch_3, CUR_UV); #define _4 TEXT_MASK += char_px(ch_4, CUR_UV); #define _5 TEXT_MASK += char_px(ch_5, CUR_UV); #define _6 TEXT_MASK += char_px(ch_6, CUR_UV); #define _7 TEXT_MASK += char_px(ch_7, CUR_UV); #define _8 TEXT_MASK += char_px(ch_8, CUR_UV); #define _9 TEXT_MASK += char_px(ch_9, CUR_UV); #define _col TEXT_MASK += char_px(ch_col, CUR_UV); #define _scl TEXT_MASK += char_px(ch_scl, CUR_UV); #define _les TEXT_MASK += char_px(ch_les, CUR_UV); #define _equ TEXT_MASK += char_px(ch_equ, CUR_UV); #define _grt TEXT_MASK += char_px(ch_grt, CUR_UV); #define _que TEXT_MASK += char_px(ch_que, CUR_UV); #define _ats TEXT_MASK += char_px(ch_ats, CUR_UV); #define _A TEXT_MASK += char_px(ch_A, CUR_UV); #define _B TEXT_MASK += char_px(ch_B, CUR_UV); #define _C TEXT_MASK += char_px(ch_C, CUR_UV); #define _D TEXT_MASK += char_px(ch_D, CUR_UV); #define _E TEXT_MASK += char_px(ch_E, CUR_UV); #define _F TEXT_MASK += char_px(ch_F, CUR_UV); #define _G TEXT_MASK += char_px(ch_G, CUR_UV); #define _H TEXT_MASK += char_px(ch_H, CUR_UV); #define _I TEXT_MASK += char_px(ch_I, CUR_UV); #define _J TEXT_MASK += char_px(ch_J, CUR_UV); #define _K TEXT_MASK += char_px(ch_K, CUR_UV); #define _L TEXT_MASK += char_px(ch_L, CUR_UV); #define _M TEXT_MASK += char_px(ch_M, CUR_UV); #define _N TEXT_MASK += char_px(ch_N, CUR_UV); #define _O TEXT_MASK += char_px(ch_O, CUR_UV); #define _P TEXT_MASK += char_px(ch_P, CUR_UV); #define _Q TEXT_MASK += char_px(ch_Q, CUR_UV); #define _R TEXT_MASK += char_px(ch_R, CUR_UV); #define _S TEXT_MASK += char_px(ch_S, CUR_UV); #define _T TEXT_MASK += char_px(ch_T, CUR_UV); #define _U TEXT_MASK += char_px(ch_U, CUR_UV); #define _V TEXT_MASK += char_px(ch_V, CUR_UV); #define _W TEXT_MASK += char_px(ch_W, CUR_UV); #define _X TEXT_MASK += char_px(ch_X, CUR_UV); #define _Y TEXT_MASK += char_px(ch_Y, CUR_UV); #define _Z TEXT_MASK += char_px(ch_Z, CUR_UV); #define _lsb TEXT_MASK += char_px(ch_lsb, CUR_UV); #define _rsl TEXT_MASK += char_px(ch_rsl, CUR_UV); #define _rsb TEXT_MASK += char_px(ch_rsb, CUR_UV); #define _pow TEXT_MASK += char_px(ch_pow, CUR_UV); #define _usc TEXT_MASK += char_px(ch_usc, CUR_UV); #define _a TEXT_MASK += char_px(ch_a, CUR_UV); #define _b TEXT_MASK += char_px(ch_b, CUR_UV); #define _c TEXT_MASK += char_px(ch_c, CUR_UV); #define _d TEXT_MASK += char_px(ch_d, CUR_UV); #define _e TEXT_MASK += char_px(ch_e, CUR_UV); #define _f TEXT_MASK += char_px(ch_f, CUR_UV); #define _g TEXT_MASK += char_px(ch_g, CUR_UV); #define _h TEXT_MASK += char_px(ch_h, CUR_UV); #define _i TEXT_MASK += char_px(ch_i, CUR_UV); #define _j TEXT_MASK += char_px(ch_j, CUR_UV); #define _k TEXT_MASK += char_px(ch_k, CUR_UV); #define _l TEXT_MASK += char_px(ch_l, CUR_UV); #define _m TEXT_MASK += char_px(ch_m, CUR_UV); #define _n TEXT_MASK += char_px(ch_n, CUR_UV); #define _o TEXT_MASK += char_px(ch_o, CUR_UV); #define _p TEXT_MASK += char_px(ch_p, CUR_UV); #define _q TEXT_MASK += char_px(ch_q, CUR_UV); #define _r TEXT_MASK += char_px(ch_r, CUR_UV); #define _s TEXT_MASK += char_px(ch_s, CUR_UV); #define _t TEXT_MASK += char_px(ch_t, CUR_UV); #define _u TEXT_MASK += char_px(ch_u, CUR_UV); #define _v TEXT_MASK += char_px(ch_v, CUR_UV); #define _w TEXT_MASK += char_px(ch_w, CUR_UV); #define _x TEXT_MASK += char_px(ch_x, CUR_UV); #define _y TEXT_MASK += char_px(ch_y, CUR_UV); #define _z TEXT_MASK += char_px(ch_z, CUR_UV); #define _lpa TEXT_MASK += char_px(ch_lpa, CUR_UV); #define _bar TEXT_MASK += char_px(ch_bar, CUR_UV); #define _rpa TEXT_MASK += char_px(ch_rpa, CUR_UV); #define _tid TEXT_MASK += char_px(ch_tid, CUR_UV); #define _lar TEXT_MASK += char_px(ch_lar, CUR_UV); vec2 res; vec2 print_pos = vec2(0); //Extracts bit b from the given number. //Shifts bits right (num / 2^bit) then ANDs the result with 1 (mod(result,2.0)). float extract_bit(float n, float b) { b = clamp(b,-1.0,22.0); //Fixes small artefacts on my nexus 7 return floor(mod(floor(n / pow(2.0,floor(b))),2.0)); } //Returns the pixel at uv in the given bit-packed sprite. float sprite(vec2 spr, vec2 size, vec2 uv) { uv = floor(uv); //Calculate the bit to extract (x + y * width) (flipped on x-axis) float bit = (size.x-uv.x-1.0) + uv.y * size.x; //Clipping bound to remove garbage outside the sprite's boundaries. bool bounds = all(greaterThanEqual(uv,vec2(0))); bounds = bounds && all(lessThan(uv,size)); return bounds ? extract_bit(spr.x, bit - 21.0)+extract_bit(spr.y, bit) : 0.0; } //Prints a character and moves the print position forward by 1 character width. float char_px(vec2 ch, vec2 uv) { float px = sprite(ch, CHAR_SIZE, uv - print_pos); print_pos.x += CHAR_SPACING.x; return px; } //Returns the digit sprite for the given number. vec2 get_digit(float d) { d = floor(d); if(d == 0.0) return ch_0; if(d == 1.0) return ch_1; if(d == 2.0) return ch_2; if(d == 3.0) return ch_3; if(d == 4.0) return ch_4; if(d == 5.0) return ch_5; if(d == 6.0) return ch_6; if(d == 7.0) return ch_7; if(d == 8.0) return ch_8; if(d == 9.0) return ch_9; return vec2(0.0); } //Prints out the given number starting at pos. float print_number(float number,vec2 pos, vec2 uv) { vec2 dec_pos = pos; float result = 0.0; for(int i = 3;i >= -2;i--) { float clip = float(abs(number) > pow(10.0, float(i)) || i == 0); //Clip off leading zeros. float digit = mod(number / pow(10.0, float(i)),10.0); if(i == -1) { result += sprite(ch_per,CHAR_SIZE, uv - dec_pos) * clip; dec_pos.x += CHAR_SPACING.x * clip; } result += sprite(get_digit(digit),CHAR_SIZE, uv - dec_pos) * clip; dec_pos.x += CHAR_SPACING.x * clip; } return result; } float print_integer(float number, int zeros, vec2 uv) { float result = 0.0; for(int i = MAX_INT_DIGITS;i >= 0;i--) { float digit = mod( number / pow(10.0, float(i)) , 10.0); if(abs(number) > pow(10.0, float(i)) || zeros > i || i == 0) //Clip off leading zeros. { result += char_px(get_digit(digit), uv); } } return result; } #define eps 1e-3 float DrawResolutions(vec2 uv, vec2 viewport_size, vec2 screen_size, vec2 derezed_size, vec2 negative_crop_added_size, vec2 cropped_original_size, vec2 sampling_res, vec2 int_mult) { float col = 0.0; float current_line_index = 0; float margin = STRHEIGHT(1); //Resolution Text print_pos = vec2(margin, 0); // Line 14 Viewport Resolution ---------------------------------------------------- print_pos.x = margin; print_pos.y += STRHEIGHT(1); TEXT_MASK = 0; CUR_UV = uv; _V _i _e _w _p _o _r _t _spc _dsh _dsh _dsh _dsh _dsh _dsh _spc TEXT_MASK += print_integer(viewport_size.x, 0, uv); _spc _x _spc TEXT_MASK += print_integer(viewport_size.y, 0, uv); // Line 13 Screen Resolution ---------------------------------------------------------- print_pos.x = margin; print_pos.y += STRHEIGHT(1); _S _c _r _e _e _n _spc _dsh _dsh _dsh _dsh _dsh _dsh _dsh _dsh _spc TEXT_MASK += print_integer(screen_size.x, 0, uv); _spc _x _spc TEXT_MASK += print_integer(screen_size.y, 0, uv); // Line 12 Final Aspect Ratio ---------------------------------------------------------- print_pos.x = margin; print_pos.y += STRHEIGHT(1); _F _i _n _a _l _spc _A _s _p _e _c _t _spc _dsh _dsh _spc TEXT_MASK += print_number(screen_size.x/screen_size.y > 1 ? screen_size.x/screen_size.y : screen_size.y/screen_size.x, print_pos, uv); // Line 11 Non-Int Scale Percent ---------------------------------------------------------- print_pos.x = margin; print_pos.y += STRHEIGHT(1); _N _o _n _spc _I _n _t _spc _S _c _l _spc _pct _dsh _dsh _spc TEXT_MASK += print_number(screen_size.y / viewport_size.y * 100, print_pos, uv); // Line 10 Int Scale Vertical ---------------------------------------------------------- print_pos.x = margin; print_pos.y += STRHEIGHT(1); _I _n _t _spc _S _c _l _spc _V _e _r _t _spc _dsh _dsh _spc if (fract(int_mult.y) < 0.01 || fract(int_mult.y) > 0.99) TEXT_MASK += print_number(int_mult.y, print_pos, uv); else TEXT_MASK += print_number(int_mult.y, print_pos, uv); // Line 09 Int Scale Horizontal ---------------------------------------------------------- print_pos.x = margin; print_pos.y += STRHEIGHT(1); _I _n _t _spc _S _c _l _spc _H _o _r _z _spc _dsh _dsh _spc if (fract(int_mult.x) < 0.01 || fract(int_mult.x) > 0.99) TEXT_MASK += print_number(int_mult.x, print_pos, uv); else TEXT_MASK += print_number(int_mult.x, print_pos, uv); // Line 08 Sampling Resolution ---------------------------------------------------------- if (cropped_original_size.x != sampling_res.x || cropped_original_size.y != sampling_res.y) { print_pos.x = margin; print_pos.y += STRHEIGHT(1); _S _a _m _p _l _i _n _g _spc _R _e _s _spc _dsh _dsh _spc TEXT_MASK += print_integer(sampling_res.x, 0, uv); _spc _x _spc TEXT_MASK += print_integer(sampling_res.y, 0, uv); } // Line 07 CROPPED Resolution ---------------------------------------------------------- if (cropped_original_size.x != ROTATED_CORE_PREPPED_SIZE.x || cropped_original_size.y != ROTATED_CORE_PREPPED_SIZE.y) { print_pos.x = margin; print_pos.y += STRHEIGHT(1); _C _r _o _p _p _e _d _spc _dsh _dsh _dsh _dsh _dsh _dsh _dsh _spc TEXT_MASK += print_integer(cropped_original_size.x, 0, uv); _spc _x _spc TEXT_MASK += print_integer(cropped_original_size.y, 0, uv); } // Line 06 Negative Crop Resolution ---------------------------------------------------------- if (derezed_size.x != ROTATED_CORE_PREPPED_SIZE.x || derezed_size.y != ROTATED_CORE_PREPPED_SIZE.y) { print_pos.x = margin; print_pos.y += STRHEIGHT(1); _N _e _g _dsh _C _r _o _p _spc _A _d _d _spc _dsh _dsh _spc TEXT_MASK += print_integer(ROTATED_CORE_PREPPED_SIZE.x, 0, uv); _spc _x _spc TEXT_MASK += print_integer(ROTATED_CORE_PREPPED_SIZE.y, 0, uv); } // Line 05 DEREZ Resolution ---------------------------------------------------------- if (derezed_size.x != ROTATED_CORE_ORIGINAL_SIZE.x || derezed_size.y != ROTATED_CORE_ORIGINAL_SIZE.y) { print_pos.x = margin; print_pos.y += STRHEIGHT(1); _D _e _r _e _z _e _d _spc _dsh _dsh _dsh _dsh _dsh _dsh _dsh _spc TEXT_MASK += print_integer(derezed_size.x, 0, uv); _spc _x _spc TEXT_MASK += print_integer(derezed_size.y, 0, uv); } // Line 04 CORE Resolution ---------------------------------------------------------- print_pos.x = margin; print_pos.y += STRHEIGHT(1); _C _o _r _e _spc _dsh _dsh _dsh _dsh _dsh _dsh _dsh _dsh _dsh _dsh _spc TEXT_MASK += print_integer(ROTATED_CORE_ORIGINAL_SIZE.x, 0, uv); _spc _x _spc TEXT_MASK += print_integer(ROTATED_CORE_ORIGINAL_SIZE.y, 0, uv); // Line 03 Preset Type ---------------------------------------------------------- print_pos.x = margin; print_pos.y += STRHEIGHT(2); #ifdef IS_ADV_PRESET _A _D _V _A _N _C _E _D #endif #ifdef IS_STD_PRESET _S _T _A _N _D _A _R _D #endif #ifdef IS_GLASS_PRESET _spc _G _L _A _S _S #endif #ifdef IS_NO_REFLECT_PRESET _spc _N _O _spc _R _E _F _L _E _C _T #endif #ifdef IS_POTATO_PRESET _P _O _T _A _T _O #endif // Line 02 Version ---------------------------------------------------------- print_pos.x = margin; print_pos.y += STRHEIGHT(1); // Version _1 _per _5 _per _0 _spc // Date _2 _0 _2 _2 _dsh _1 _0 _dsh _1 _1 // Line 01 Title ---------------------------------------------------------- print_pos.x = margin; print_pos.y += STRHEIGHT(1); _M _E _G _A _spc _B _E _Z _E _L _spc return TEXT_MASK; } vec2 GetScreenSize(vec2 screen_scale) { vec2 screen_size = global.FinalViewportSize.xy * screen_scale; // Round this so we get proper integers screen_size = vec2(ceil(screen_size.x), ceil(screen_size.y)); return screen_size; } vec2 GetIntegerScaleMult(vec2 screen_size, vec2 cropped_size) { float epsilon = 0.002; vec2 integer_scale = screen_size / cropped_size; integer_scale = vec2(fract(integer_scale.x + 0.001) < epsilon ? round(integer_scale.x) : integer_scale.x, fract(integer_scale.y + 0.001) < epsilon ? round(integer_scale.y) : integer_scale.y); return integer_scale; } float GetText(vec2 in_coord) { in_coord.x = HSM_FLIP_VIEWPORT_HORIZONTAL * HSM_FLIP_CORE_HORIZONTAL * (in_coord.x - 0.5) + 0.5; in_coord.y = HSM_FLIP_VIEWPORT_VERTICAL * HSM_FLIP_CORE_VERTICAL * (in_coord.y - 0.5) + 0.5; vec2 screen_size = GetScreenSize(SCREEN_SCALE); vec2 int_mult = GetIntegerScaleMult(screen_size, CROPPED_ROTATED_SIZE); vec2 canvas_size = global.DerezedPassSize.xy; in_coord = (in_coord - 0.5) * vec2(1, -1) + 0.5; float downscale = 1; if (canvas_size.y > 460) downscale = 2; if (canvas_size.y > 1000) downscale = 3; vec2 uv = global.OutputSize.xy * in_coord; vec2 downscaled_uv = floor(global.OutputSize.xy * in_coord / downscale); float pixel = DrawResolutions(downscaled_uv, global.FinalViewportSize.xy, screen_size, ROTATED_DEREZED_SIZE, ROTATED_CORE_PREPPED_SIZE, CROPPED_ROTATED_SIZE, CROPPED_ROTATED_SIZE_WITH_RES_MULT, int_mult); vec3 col = vec3(1); pixel *= (1 - distance(mod(uv, vec2(1.0)), vec2(0.65))) * 1.2; col *= mix(vec3(0), vec3(1, 1, 1), pixel); return col.r; } void main() { vec2 UNFLIPPED_VIEWPORT_COORD = vTexCoord; vec2 VIEWPORT_COORD = vTexCoord; HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord); // vec4 feedback_color_test = texture(PassFeedback, vec2(0,0)); if (!CACHE_INFO_CHANGED) { FragColor = texture(PassFeedback, UNFLIPPED_VIEWPORT_COORD); return; } // Flip the coordinate vertically if desired VIEWPORT_COORD.y = HSM_FLIP_VIEWPORT_VERTICAL * HSM_FLIP_CORE_VERTICAL * (VIEWPORT_COORD.y - 0.5) + 0.5; VIEWPORT_COORD.x = HSM_FLIP_VIEWPORT_HORIZONTAL * HSM_FLIP_CORE_HORIZONTAL * (VIEWPORT_COORD.x - 0.5) + 0.5; //////// Draw text to show resolutions ////////// FragColor = vec4(GetText(VIEWPORT_COORD - vec2(MAX_NEGATIVE_CROP, -MAX_NEGATIVE_CROP))); }