/* 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 "../base/common/common-functions-bezel.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 = 4) uniform sampler2D TubeDiffuseImage; layout(set = 0, binding = 5) uniform sampler2D TubeShadowImage; layout(set = 0, binding = 6) uniform sampler2D TubeColoredGelImage; layout(set = 0, binding = 7) uniform sampler2D TubeStaticReflectionImage; layout(set = 0, binding = 8) uniform sampler2D BackgroundImage; layout(set = 0, binding = 9) uniform sampler2D BackgroundVertImage; layout(set = 0, binding = 10) uniform sampler2D NightLightingImage; layout(set = 0, binding = 11) uniform sampler2D NightLighting2Image; layout(set = 0, binding = 12) uniform sampler2D IntroPass; layout(set = 0, binding = 13) uniform sampler2D PostCRTPassFeedback; #define PassFeedback PostCRTPassFeedback // Torridgristle - ScanlineSimple pass - Public domain vec4 HSM_GetTubeHighlight(vec2 tube_curved_coord, bool apply_to_mirror, in sampler2D TubeStaticReflectionImage) { tube_curved_coord = HSM_GetViewportCoordWithFlip(tube_curved_coord); vec4 out_color = vec4(0); vec2 mirrored_tube_coord = tube_curved_coord; if (apply_to_mirror) mirrored_tube_coord = HSM_GetMirrorWrappedCoord(tube_curved_coord); float bezel_corner_radius = HSM_BZL_INNER_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS; if(HSM_BZL_USE_INDEPENDENT_CURVATURE > 0) bezel_corner_radius = HSM_BZL_INNER_CORNER_RADIUS_SCALE * DEFAULT_SCREEN_CORNER_RADIUS; vec2 tube_highlight_coord = (mirrored_tube_coord - 0.5) / vec2(HSM_TUBE_STATIC_SCALE * HSM_TUBE_STATIC_SCALE_X, HSM_TUBE_STATIC_SCALE) + 0.5; tube_highlight_coord = (tube_highlight_coord - 0.5) / vec2(HSM_TUBE_STATIC_SCALE_X, 1) + 0.5; tube_highlight_coord.x = (tube_highlight_coord.x + HSM_TUBE_STATIC_POS_X - 0.5) * HSM_FLIP_VIEWPORT_HORIZONTAL + 0.5; tube_highlight_coord.y = (tube_highlight_coord.y + HSM_TUBE_STATIC_POS_Y - 0.5) * HSM_FLIP_VIEWPORT_VERTICAL + 0.5; // Mask the very outer edge of the tube for a very small shadowing effect float tube_highlight_mask = HSM_GetCornerMask((tube_curved_coord - 0.5) + 0.5 , TUBE_DIFFUSE_ASPECT, HSM_BZL_INNER_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS, 0.9); vec4 tube_highlight_image = vec4(0); if (HSM_TUBE_STATIC_DITHER_SAMPLES > 0) { // Dithering for the glass reflection if needed to reduce banding tube_highlight_image = HSM_GetStoichaicBlurredSample(TubeStaticReflectionImage, tube_highlight_coord, HSM_TUBE_STATIC_DITHER_SAMPLES, HSM_TUBE_STATIC_DITHER_DISTANCE, HSM_TUBE_STATIC_DITHER_AMOUNT); } else { tube_highlight_image = HSM_GetMipmappedTexSample(TubeStaticReflectionImage, tube_highlight_coord, TUBE_SCALE, 0); } tube_highlight_image = HSM_Linearize(tube_highlight_image, DEFAULT_SRGB_GAMMA) * tube_highlight_mask; out_color = HSM_TUBE_STATIC_REFLECTION_IMAGE_OPACITY * tube_highlight_image * tube_highlight_image.a; out_color.rgb *= HSM_GLOBAL_GRAPHICS_BRIGHTNESS; return out_color; } vec4 HSM_GetPostCrtPreppedColor(vec4 in_color_linear, vec2 VIEWPORT_COORD, vec2 screen_curved_coord, in sampler2D source_pass, in sampler2D TubeDiffuseImage, in sampler2D TubeColoredGelImage, in sampler2D TubeStaticReflectionImage, in sampler2D BackgroundImage, in sampler2D BackgroundVertImage, in sampler2D NightLightingImage, in sampler2D NightLighting2Image) { if (HSM_MONOCHROME_MODE > 0.5 && HSM_GetUseOnCurrentScreenIndex(HSM_MONOCHROME_DUALSCREEN_VIS_MODE)) in_color_linear = HSM_ApplyMonochrome(in_color_linear); vec4 crt_color = in_color_linear; crt_color *= HSM_POST_CRT_BRIGHTNESS; vec2 mirrored_screen_coord = HSM_GetMirrorWrappedCoord(screen_curved_coord); vec4 out_color = vec4(0); // TODO we see artifacts of the reflection at the edge of the screen when there is extra tube thickness and the reflection is scaled float screen_mask = HSM_GetCornerMask((screen_curved_coord - 0.5) * 0.999 + 0.5, SCREEN_ASPECT, HSM_GLOBAL_CORNER_RADIUS * HSM_SCREEN_CORNER_RADIUS_SCALE, 0.9); vec2 tube_curved_coord = HSM_GetTubeCurvedCoord(TUBE_DIFFUSE_COORD, 1, TUBE_DIFFUSE_SCALE, TUBE_SCALE, TUBE_DIFFUSE_ASPECT, 1); vec2 mirrored_tube_coord = HSM_GetMirrorWrappedCoord(tube_curved_coord); float vignette_factor = HSM_GetScreenVignetteFactor(mirrored_tube_coord); if (HSM_GetUseScreenVignette()) { float vignette_factor_outside_screen = HSM_SCREEN_VIGNETTE_IN_REFLECTION * vignette_factor + (1 - HSM_SCREEN_VIGNETTE_IN_REFLECTION) * 1; vignette_factor = screen_mask * vignette_factor + (1 - screen_mask) * vignette_factor_outside_screen; crt_color *= vignette_factor; } if (HSM_AB_COMPARE_SHOW_MODE == 1 && HSM_GetIsInABCompareArea(VIEWPORT_COORD)) { vec2 ab_screen_coord = HSM_CRT_CURVATURE_SCALE * screen_curved_coord + (1 - HSM_CRT_CURVATURE_SCALE) * SCREEN_COORD; ab_screen_coord = HSM_GetMirrorWrappedCoord(ab_screen_coord); vec4 source_color = HSM_GetCroppedTexSample(source_pass, ab_screen_coord); source_color = HSM_Linearize(source_color, GAMMA_INPUT); crt_color = source_color; } float bezel_corner_radius = HSM_BZL_INNER_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS; if(HSM_BZL_USE_INDEPENDENT_CURVATURE > 0) bezel_corner_radius = HSM_BZL_INNER_CORNER_RADIUS_SCALE * DEFAULT_SCREEN_CORNER_RADIUS; float tube_mask = HSM_GetCornerMask(tube_curved_coord, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, 0.99); float screen_to_tube_mask_invert = 1 - (tube_mask - screen_mask); float black_edge_corner_radius = HSM_TUBE_BLACK_EDGE_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS; vec2 tube_diffuse_curved_coord = HSM_GetTubeCurvedCoord(TUBE_DIFFUSE_COORD, HSM_TUBE_BLACK_EDGE_CURVATURE_SCALE, TUBE_DIFFUSE_SCALE, TUBE_SCALE, TUBE_DIFFUSE_ASPECT, 0); float tube_diffuse_mask = HSM_GetCornerMask(tube_diffuse_curved_coord, TUBE_DIFFUSE_ASPECT, black_edge_corner_radius, 0.99); float black_edge_mask_invert = 1 - (tube_mask - tube_diffuse_mask); crt_color.rgb *= screen_to_tube_mask_invert; // AMBIENT LIGHTING IMAGES vec4 ambient_lighting_image = vec4(1); vec4 ambient2_lighting_image = vec4(1); HSM_Fill_Ambient_Images(VIEWPORT_COORD, VIEWPORT_UNSCALED_COORD, TUBE_DIFFUSE_COORD_MIXED_POS, TUBE_DIFFUSE_SCALE_1ST_SCREEN, HSM_AMBIENT_LIGHTING_SWAP_IMAGE_MODE, NightLightingImage, NightLighting2Image, ambient_lighting_image, ambient2_lighting_image); vec3 tube_shadow = vec3(1); if (HSM_TUBE_SHADOW_IMAGE_ON > 0.5 && (HSM_GetUseTubeDiffuseImage() || HSM_GetUseTubeColoredGelImage() || HSM_GetUseTubeStaticReflection())) { vec2 shadow_coord = tube_diffuse_curved_coord; shadow_coord = HSM_GetMirrorWrappedCoord(shadow_coord); // TODO Shadow Coordinate isn't right with 3D Curvature shadow_coord.x = (shadow_coord.x - HSM_TUBE_SHADOW_IMAGE_POS_X - 0.5) / HSM_TUBE_SHADOW_IMAGE_SCALE_X + 0.5; shadow_coord.y = (shadow_coord.y + HSM_TUBE_SHADOW_IMAGE_POS_Y) / HSM_TUBE_SHADOW_IMAGE_SCALE_Y; vec2 curvature_values = HSM_TUBE_SHADOW_CURVATURE_SCALE * HSM_GetCurvatureValues(TUBE_DIFFUSE_ASPECT); shadow_coord = HSM_Get2DCurvedCoord(shadow_coord, curvature_values); shadow_coord.x = HSM_FLIP_VIEWPORT_HORIZONTAL * (shadow_coord.x - 0.5) + 0.5; shadow_coord.y = HSM_FLIP_VIEWPORT_VERTICAL * (shadow_coord.y - 0.5) + 0.5; vec4 tube_shadow_sample = HSM_GetMipmappedTexSample(TubeShadowImage, shadow_coord, TUBE_SCALE * vec2(HSM_TUBE_SHADOW_IMAGE_SCALE_X, HSM_TUBE_SHADOW_IMAGE_SCALE_Y), 0); tube_shadow_sample = HSM_GLOBAL_GRAPHICS_BRIGHTNESS * HSM_GetPreMultipliedColorLinear(tube_shadow_sample, SOURCE_MATTE_PREMULTIPLIED, DEFAULT_SRGB_GAMMA); tube_shadow = (1 - HSM_TUBE_SHADOW_IMAGE_OPACITY) + HSM_TUBE_SHADOW_IMAGE_OPACITY * tube_shadow_sample.rgb; } // If the crt blend mode is multiply then use the diffuse image float tube_diffuse_mode = HSM_CRT_BLEND_MODE == 2 ? 1 : HSM_TUBE_DIFFUSE_MODE; vec4 tube_diffuse = vec4(0, 0, 0, tube_mask); float adjusted_tube_diffuse_amount = HSM_TUBE_DIFFUSE_MODE == 0 ? 0 : HSM_TUBE_DIFFUSE_IMAGE_AMOUNT; if (tube_diffuse_mode == 2) { // Do something if the tube is supposed to be transparent here } if (tube_diffuse_mode == 1) { // TubeDiffuseImage if (adjusted_tube_diffuse_amount > 0 || HSM_CRT_BLEND_MODE == 2) { vec2 diffuse_coord = tube_diffuse_curved_coord; diffuse_coord = HSM_GetMirrorWrappedCoord(diffuse_coord); diffuse_coord.x = HSM_FLIP_VIEWPORT_HORIZONTAL * (diffuse_coord.x - 0.5) + 0.5; diffuse_coord.y = HSM_FLIP_VIEWPORT_VERTICAL * (diffuse_coord.y - 0.5) + 0.5; diffuse_coord = (diffuse_coord - 0.5) / (HSM_TUBE_DIFFUSE_IMAGE_SCALE * vec2(HSM_TUBE_DIFFUSE_IMAGE_SCALE_X, 1)) + 0.5; // HSM_RotateCoordinate(diffuse_coord, HSM_TUBE_DIFFUSE_IMAGE_ROTATION) tube_diffuse = HSM_GetMipmappedTexSample(TubeDiffuseImage, HSM_RotateCoordinate(diffuse_coord, HSM_TUBE_DIFFUSE_IMAGE_ROTATION), TUBE_SCALE * HSM_TUBE_DIFFUSE_IMAGE_SCALE, 0); tube_diffuse.rgb = HSM_GLOBAL_GRAPHICS_BRIGHTNESS * HSM_GetPreMultipliedColorLinear(vec4(tube_diffuse.rgb, 1), SOURCE_MATTE_PREMULTIPLIED, DEFAULT_SRGB_GAMMA).rgb; tube_diffuse.rgb = HSM_ApplyHSVAdjustment(tube_diffuse.rgb, HSM_TUBE_DIFFUSE_IMAGE_HUE, HSM_TUBE_DIFFUSE_IMAGE_SATURATION, HSM_TUBE_DIFFUSE_IMAGE_BRIGHTNESS, HSM_TUBE_DIFFUSE_IMAGE_COLORIZE_ON, HSM_TUBE_DIFFUSE_IMAGE_GAMMA); tube_diffuse.rgb *= HSM_TUBE_DIFFUSE_IMAGE_AMOUNT; tube_diffuse.rgb *= tube_shadow; } // If CRT Blend Mode is Multiply (2) then the tube must be fully opaque tube_diffuse.rgb = HSM_ApplyAmbientImage(tube_diffuse.rgb, ambient_lighting_image.rgb, HSM_TUBE_DIFFUSE_IMAGE_AMBIENT_LIGHTING); tube_diffuse.rgb = HSM_ApplyAmbientImage(tube_diffuse.rgb, ambient2_lighting_image.rgb, HSM_TUBE_DIFFUSE_IMAGE_AMBIENT2_LIGHTING); } tube_diffuse *= HSM_GetTubeOpacity(); tube_diffuse.a *= tube_mask; out_color = tube_diffuse; out_color.rgb += crt_color.rgb; // Don't apply the CRT images if (HSM_CRT_BLEND_MODE == 0) out_color = tube_diffuse; // Apply the CRT image additively to the tube diffuse color if (HSM_CRT_BLEND_MODE == 1) // out_color = HSM_BlendModeLayerMix(tube_diffuse, out_color, BLEND_MODE_ADD, HSM_CRT_BLEND_AMOUNT); out_color.rgb += tube_diffuse.rgb; // Apply the CRT image with multiply blending if (HSM_CRT_BLEND_MODE == 2) { out_color = clamp(out_color, 0, 1); out_color = HSM_BlendModeLayerMix(tube_diffuse, out_color, BLEND_MODE_MULTIPLY, HSM_CRT_BLEND_AMOUNT); } // Add a Colored Gel image on top of the screen, this is what colors games like space invaders or battlezone if (HSM_GetUseTubeColoredGelImage()) { vec2 gel_coord = HSM_GetMirrorWrappedCoord(tube_diffuse_curved_coord); gel_coord.x = HSM_TUBE_COLORED_GEL_IMAGE_FLIP_HORIZONTAL * (gel_coord.x - 0.5) + 0.5; gel_coord.y = HSM_TUBE_COLORED_GEL_IMAGE_FLIP_VERTICAL * (gel_coord.y - 0.5) + 0.5; gel_coord = (gel_coord - 0.5) / HSM_TUBE_COLORED_GEL_IMAGE_SCALE + 0.5; vec4 gel_image = HSM_GetMipmappedTexSample(TubeColoredGelImage, gel_coord, TUBE_SCALE, 0); gel_image = HSM_GLOBAL_GRAPHICS_BRIGHTNESS * HSM_Linearize(gel_image, DEFAULT_SRGB_GAMMA); if (HSM_TUBE_COLORED_GEL_IMAGE_MULTIPLY_AMOUNT > 0) out_color.rgb = mix(out_color.rgb, out_color.rgb * gel_image.rgb, HSM_TUBE_COLORED_GEL_IMAGE_MULTIPLY_AMOUNT); if (HSM_TUBE_COLORED_GEL_IMAGE_ADDITIVE_AMOUNT > 0) out_color.rgb = mix(out_color.rgb, out_color.rgb + gel_image.rgb, HSM_TUBE_COLORED_GEL_IMAGE_ADDITIVE_AMOUNT); if (HSM_TUBE_COLORED_GEL_IMAGE_NORMAL_AMOUNT > 0) { gel_image.a = clamp( gel_image.a - HSM_TUBE_COLORED_GEL_IMAGE_TRANSPARENCY_THRESHOLD, 0, 1 ) / (1 - HSM_TUBE_COLORED_GEL_IMAGE_TRANSPARENCY_THRESHOLD); gel_image.rgb *= HSM_TUBE_COLORED_GEL_IMAGE_NORMAL_BRIGHTNESS; gel_image.rgb *= tube_shadow; if (HSM_TUBE_COLORED_GEL_IMAGE_FAKE_SCANLINE_AMOUNT > 0.001) gel_image.rgb = HSM_ApplyScanlineMask(gel_image, SCREEN_SCALE, SCREEN_COORD, screen_curved_coord, tube_curved_coord, HSM_TUBE_COLORED_GEL_IMAGE_FAKE_SCANLINE_AMOUNT).rgb; gel_image.rgb = HSM_ApplyAmbientImage(gel_image.rgb, ambient_lighting_image.rgb, HSM_TUBE_COLORED_GEL_IMAGE_AMBIENT_LIGHTING); gel_image.rgb = HSM_ApplyAmbientImage(gel_image.rgb, ambient2_lighting_image.rgb, HSM_TUBE_COLORED_GEL_IMAGE_AMBIENT2_LIGHTING); gel_image = HSM_BlendModeLayerMix(gel_image, vec4(vec3(vignette_factor), 1), BLEND_MODE_MULTIPLY, HSM_TUBE_COLORED_GEL_IMAGE_NORMAL_VIGNETTE); if ( HSM_SHOW_CRT_ON_TOP_OF_COLORED_GEL == 0 ) out_color = HSM_BlendModeLayerMix(out_color, gel_image, BLEND_MODE_NORMAL, HSM_TUBE_COLORED_GEL_IMAGE_NORMAL_AMOUNT); if ( HSM_SHOW_CRT_ON_TOP_OF_COLORED_GEL == 1 ) { gel_image.rgb *= tube_shadow; vec4 normal_blended = HSM_BlendModeLayerMix(vec4(0, 0, 0, 1), gel_image, BLEND_MODE_NORMAL, HSM_TUBE_COLORED_GEL_IMAGE_NORMAL_AMOUNT); out_color = normal_blended + out_color; } } } #ifndef IS_NO_REFLECT_PRESET out_color.rgb *= black_edge_mask_invert; #else out_color.rgb *= tube_diffuse_mask; out_color *= tube_mask; #endif if (HSM_GetUseTubeStaticReflection()) { vec3 tube_highlight_image = HSM_GetTubeHighlight(tube_curved_coord, false, TubeStaticReflectionImage).rgb; tube_highlight_image = HSM_ApplyAmbientImage(tube_highlight_image.rgb, ambient_lighting_image.rgb, HSM_TUBE_STATIC_AMBIENT_LIGHTING); tube_highlight_image = HSM_ApplyAmbientImage(tube_highlight_image.rgb, ambient2_lighting_image.rgb, HSM_TUBE_STATIC_AMBIENT2_LIGHTING); tube_highlight_image.rgb *= HSM_TUBE_STATIC_SHADOW_OPACITY * tube_shadow + (1 - HSM_TUBE_STATIC_SHADOW_OPACITY); tube_highlight_image = clamp(HSM_TUBE_STATIC_BLACK_LEVEL * (tube_highlight_image - 1) + 1, 0, 1); tube_highlight_image *= 1 - HSM_TUBE_STATIC_OPACITY_DIFFUSE_MULTIPLY + HSM_TUBE_STATIC_OPACITY_DIFFUSE_MULTIPLY * adjusted_tube_diffuse_amount; out_color.rgb += tube_highlight_image * HSM_TUBE_STATIC_REFLECTION_IMAGE_OPACITY; } if (HSM_SINDEN_BORDER_ON > 0.5) { out_color = HSM_Apply_Sinden_Lightgun_Border(out_color, tube_diffuse_curved_coord, tube_diffuse_mask, black_edge_corner_radius); } return out_color; } void main() { if (HSM_AB_COMPARE_FREEZE_CRT_TUBE == 1 && HSM_GetIsInABCompareArea(vTexCoord)) { FragColor = texture(PassFeedback, vTexCoord); return; } VIEWPORT_UNSCALED_COORD = HSM_GetViewportCoordWithFlip(vTexCoord); vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord); HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord); vec2 cache_bounds_coord = TUBE_COORD; // If it's the potato preset render the whole frame #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 vec2 bezel_outside_flat_coord; vec2 frame_outside_flat_coord; HSM_GetSimpleBezelCoords(TUBE_DIFFUSE_COORD, TUBE_DIFFUSE_SCALE, TUBE_SCALE, SCREEN_ASPECT, bezel_outside_flat_coord, frame_outside_flat_coord); cache_bounds_coord = (bezel_outside_flat_coord - 0.5) * 0.9 + 0.5; #endif if (HHLP_IsOutsideCoordSpace(cache_bounds_coord)) { FragColor = vec4(0); return; } // 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); vec2 screen_curved_coord = HSM_GetCurvedCoord(SCREEN_COORD, 1, SCREEN_ASPECT); FragColor = texture(Source, UNFLIPPED_VIEWPORT_COORD); FragColor = HSM_GetPostCrtPreppedColor(FragColor, vTexCoord, screen_curved_coord, IntroPass, TubeDiffuseImage, TubeColoredGelImage, TubeStaticReflectionImage, BackgroundImage, BackgroundVertImage, NightLightingImage, NightLighting2Image); }