#version 450 #include "../../base/common/globals-and-screen-scale-params.inc" #include "../../base/common/params-2-bezel.inc" #include "../../base/common/common-functions-bezel.inc" layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float BLOOM_STRENGTH; float SOURCE_BOOST; float OUTPUT_GAMMA; } params; #pragma parameter BLOOM_STRENGTH " Bloom Strength" 0.10 0.0 1.0 0.01 #pragma parameter SOURCE_BOOST " Bloom Color Boost" 1.15 1.0 2.0 0.05 #pragma parameter OUTPUT_GAMMA "OUTPUT GAMMA" 2.2 1.0 3.0 0.1 #define BLOOM_STRENGTH params.BLOOM_STRENGTH #define SOURCE_BOOST params.SOURCE_BOOST #define OUTPUT_GAMMA params.OUTPUT_GAMMA #define INV_OUTPUT_GAMMA (1.0 / OUTPUT_GAMMA) #define saturate(c) clamp(c, 0.0, 1.0) // layout(std140, set = 0, binding = 0) uniform UBO // { // mat4 MVP; // } global; #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; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D CRT_PASS; void main() { // // HSM Added // vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord); // HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord); // vec2 cache_bounds_coord = SCREEN_COORD; // // If it's the potato preset render the whole frame // #ifndef IS_POTATO_PRESET // #ifndef IS_NO_REFLECT_PRESET // // 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_SCALE, // TUBE_SCALE, // SCREEN_ASPECT, // false, // BEZEL_OUTSIDE_SCALE, // BEZEL_OUTSIDE_COORD, // BEZEL_OUTSIDE_CURVED_COORD, // FRAME_OUTSIDE_CURVED_COORD); // cache_bounds_coord = (FRAME_OUTSIDE_CURVED_COORD - 0.5) * 0.9 + 0.5; // #endif // #endif // if (HHLP_IsOutsideCoordSpace(cache_bounds_coord)) // { // FragColor = vec4(0); // return; // } vec3 source = SOURCE_BOOST * texture(CRT_PASS, vTexCoord).rgb; vec3 bloom = texture(Source, vTexCoord).rgb; source += BLOOM_STRENGTH * bloom; // HSM Removed FragColor = vec4(pow(saturate(source), vec3(INV_OUTPUT_GAMMA,INV_OUTPUT_GAMMA,INV_OUTPUT_GAMMA)), 1.0); // HSM add output gamma // FragColor = HSM_Delinearize(vec4(saturate(source), 1), HSM_GAMMA_OUT_CRT); // End Addition }