#version 450 /* 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 . */ #include "common/globals-and-potato-params.inc" #include "common/common-functions.inc" #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 7) out vec2 UNFLIPPED_VIEWPORT_COORD; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord * 1.00001; UNFLIPPED_VIEWPORT_COORD = vTexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 7) in vec2 UNFLIPPED_VIEWPORT_COORD; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 1) uniform sampler2D Source; layout(set = 0, binding = 2) uniform sampler2D InfoCachePass; layout(set = 0, binding = 7) uniform sampler2D BackgroundImage; layout(set = 0, binding = 8) uniform sampler2D BackgroundVertImage; layout(set = 0, binding = 11) uniform sampler2D MBZ_PostCRTPassFeedback; #define PassFeedback MBZ_PostCRTPassFeedback vec4 HSM_GetPostCrtPreppedColorPotato(vec4 in_color_with_gamma, vec2 VIEWPORT_COORD, vec2 VIEWPORT_COORD_TRANSFORMED, vec2 screen_curved_coord, in sampler2D BackgroundImage, in sampler2D BackgroundVertImage) { vec2 tube_curved_coord = HSM_GetTubeCurvedCoord(TUBE_DIFFUSE_COORD, 1, TUBE_DIFFUSE_SCALE, TUBE_SCALE, TUBE_DIFFUSE_ASPECT, 1); float bezel_corner_radius = HSM_BZL_INNER_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS; float outside_tube_mask = 1 - HSM_GetCornerMask(tube_curved_coord, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, 0.99); TUBE_MASK = 1 - outside_tube_mask; if (HSM_MONOCHROME_MODE > 0.5 && HSM_GetUseOnCurrentScreenIndex(HSM_MONOCHROME_DUALSCREEN_VIS_MODE)) in_color_with_gamma = HSM_ApplyMonochrome(in_color_with_gamma); vec4 out_color = HSM_Linearize(in_color_with_gamma, DEFAULT_SRGB_GAMMA); out_color *= HSM_POST_CRT_BRIGHTNESS; vec2 mirrored_screen_coord = HSM_GetMirrorWrappedCoord(screen_curved_coord); float black_edge_corner_radius = HSM_TUBE_BLACK_EDGE_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS; float screen_mask = HSM_GetCornerMask((screen_curved_coord - 0.5) * 0.999 + 0.5, SCREEN_ASPECT, black_edge_corner_radius, 0.9); if (HSM_GetUseScreenVignette()) { // out_color *= HSM_GetScreenVignetteFactor(screen_curved_coord); float vignette_factor = HSM_GetScreenVignetteFactor(mirrored_screen_coord); // float vignette_factor_outside_screen = HSM_SCREEN_VIGNETTE_IN_REFLECTION * vignette_factor + (1 - HSM_SCREEN_VIGNETTE_IN_REFLECTION) * 1; if (HSM_SCREEN_VIGNETTE_IN_REFLECTION < 0.5) vignette_factor = screen_mask * vignette_factor + (1 - screen_mask); out_color.rgb *= vignette_factor; } out_color.rgb *= screen_mask; out_color *= TUBE_MASK; if (HSM_BG_OPACITY > 0) { //----------------------------------------------------------------------------------------- // Background //----------------------------------------------------------------------------------------- vec2 bg_coord = VIEWPORT_COORD_TRANSFORMED; bool bg_use_vert_image = SCREEN_ASPECT < 1 && textureSize(BackgroundVertImage, 0).y > 16 ? true : false; vec2 bg_size = bg_use_vert_image ? textureSize(BackgroundVertImage, 0) : textureSize(BackgroundImage, 0); vec4 bg_layer = vec4(0); if (bg_size.y > 16) { // Correct image coordinate for image aspect ratio bg_coord.x = (bg_coord.x - 0.5) / ((bg_size.x / bg_size.y) / (global.FinalViewportSize.x/global.FinalViewportSize.y)) + 0.5; if (bg_use_vert_image) bg_layer = texture(BackgroundVertImage, bg_coord); else bg_layer = texture(BackgroundImage, bg_coord); bg_layer = HSM_Linearize(bg_layer, DEFAULT_SRGB_GAMMA); bg_layer.rgb *= HSM_GLOBAL_GRAPHICS_BRIGHTNESS; bg_layer.rgb = pow(bg_layer.rgb, vec3(1/HSM_STATIC_LAYERS_GAMMA)); if (HSM_CRT_SCREEN_BLEND_MODE == 1) bg_layer *= (1 - TUBE_MASK); bg_layer *= HSM_BG_BRIGHTNESS; if (HSM_CRT_SCREEN_BLEND_MODE > 0) { if (HSM_POTATO_SHOW_BG_OVER_SCREEN == 1) out_color = HSM_BlendModeLayerMix(out_color, bg_layer, HSM_BG_BLEND_MODE, HSM_BG_OPACITY); else { bg_layer.rgb *= HSM_BG_OPACITY; out_color = HSM_BlendModeLayerMix(bg_layer, out_color, HSM_CRT_SCREEN_BLEND_MODE, 1); } } } } // Apply the final Gamma out_color = HSM_Delinearize(out_color, DEFAULT_SRGB_GAMMA); return out_color; } void main() { vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord); HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord); if (HHLP_IsOutsideCoordSpace(SCREEN_COORD)) { vec4 feedback_color_test = texture(PassFeedback, vec2(0,0)); if (HSM_CACHE_GRAPHICS_ON > 0.5 && feedback_color_test.a < 0 && !CACHE_INFO_CHANGED) { FragColor = texture(PassFeedback, UNFLIPPED_VIEWPORT_COORD); return; } } FragColor = texture(Source, UNFLIPPED_VIEWPORT_COORD); vec2 screen_curved_coord = HSM_GetCurvedCoord(SCREEN_COORD, HSM_CRT_CURVATURE_SCALE, SCREEN_ASPECT); FragColor = HSM_GetPostCrtPreppedColorPotato(FragColor, vTexCoord, viewportCoordTransformed, screen_curved_coord, BackgroundImage, BackgroundVertImage); }