#version 450 /* 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 . */ #include "../base/common/helper-functions.inc" layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float HSM_DEDITHER_MODE; float HSM_DEDITHER_BRIGHTNESS_BIAS; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma parameter HSM_DEDITHERING_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_DEDITHERING_TITLE "[ --- MDAPT & HYLLIAN DE-DITHERING --- ]:" 0 0 0.01 0.01 #pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1 #define HSM_DEDITHER_MODE params.HSM_DEDITHER_MODE #pragma parameter HSM_DEDITHER_BRIGHTNESS_BIAS " Transparency Brightness Bias" 100 10 300 5 #define HSM_DEDITHER_BRIGHTNESS_BIAS params.HSM_DEDITHER_BRIGHTNESS_BIAS * 0.013 #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; void main() { FragColor = texture(Source, vTexCoord); if (HSM_DEDITHER_MODE > 0.5) FragColor = HSM_Delinearize(texture(Source, vTexCoord), HSM_DEDITHER_BRIGHTNESS_BIAS); }