#version 450 /* This pass: * Composes the previous passes * Does masks, spot, bezel, vignette, background image (anything else?) */ #include "config.inc" #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out vec2 vOutputCoord; layout(location = 2) out vec2 spot_offset; layout(location = 3) out vec2 vFragCoord; layout(location = 4) out float vIsRotated; //Curvature: layout(location = 5) out vec2 vWarp_vexp; layout(location = 6) out vec2 vWarp_arg2; //Scanlines: layout(location = 7) out float vIsInterlaced; layout(location = 8) out float vFlickeringScanlines; layout(location = 9) out float vScanlinePeriod; layout(location = 10) out float vScanlinesAlternate; //Vignette, spot: layout(location = 11) out float vIn_aspect; #include "includes/functions.include.slang" void main() { gl_Position = global.MVP * Position; vIsRotated = float(is_rotated()); vIn_aspect = get_in_aspect(); vTexCoord = get_scaled_coords_aspect(TexCoord,global.FinalViewportSize, vIn_aspect, bool(vIsRotated)) + vec2(0.00001); if (DO_GLOBAL_SHZO >0.5) vTexCoord = zoom(vTexCoord + vec2(-GLOBAL_OFFX, -GLOBAL_OFFY), GLOBAL_ZOOM ); vOutputCoord = TexCoord; vFragCoord = vec2( floor(vOutputCoord.x * params.OutputSize.x), floor(vOutputCoord.y * params.OutputSize.y)); //Precalc some Curvature/Warp values: vec2 geom_warp_adapted = vec2(GEOM_WARP_X, GEOM_WARP_Y); /* if (DO_BEZEL > 0.0) { geom_warp_adapted *= (-BEZEL_INNER_ZOOM) + 1; }*/ vWarp_vexp = 1.0/ (1 + (vec2(geom_warp_adapted.x, geom_warp_adapted.y) * 0.2)) ; vWarp_arg2 = 1.0 - pow(vec2(0.29289321881345247559915563789515), vWarp_vexp ); //Help scanline code too: if (DO_SCANLINES > 0.5) { bool bIs_Interlaced = is_interlaced(); vIsInterlaced = float(bIs_Interlaced); vFlickeringScanlines = float((DO_SCANLINES == 1.0) && scanline_have_to_flicker(bIs_Interlaced)) ; //Scanline period: vScanlinePeriod = 1.0; vScanlinesAlternate = 0.0; if (bIs_Interlaced) { if (params.FrameCount % 2 == 0.0) vScanlinesAlternate = 1.0; if (params.OriginalSize.y > MIN_LINES_INTERLACED ) vScanlinePeriod = 0.5; } //vScanlinePhase = 0.0; //vScanlinePhase = vScanlinePeriod * pi - pi/4.0; //<-- needed to match scanlines done in first_pass. //FIXME check what happens for highter res. } //SPOT spot_offset = offsets_from_float(S_POSITION+420.0,40); spot_offset = spot_offset / 10.0 + vec2(0.0,1.0); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 vOutputCoord; layout(location = 2) in vec2 spot_offset; layout(location = 3) in vec2 vFragCoord; layout(location = 4) in float vIsRotated; layout(location = 5) in vec2 vWarp_vexp; layout(location = 6) in vec2 vWarp_arg2; layout(location = 7) in float vIsInterlaced; layout(location = 8) in float vFlickeringScanlines; layout(location = 9) in float vScanlinePeriod; layout(location = 10) in float vScanlinesAlternate; layout(location = 11) in float vIn_aspect; layout(location = 0) out vec4 FragColor; #ifdef STATIC_SUPPORT_BACKDROP layout(set = 0, binding = 1) uniform sampler2D backdrop; #else layout(set = 0, binding = 1) uniform sampler2D first_pass; #endif layout(set = 0, binding = 2) uniform sampler2D bloom_pass_final; layout(set = 0, binding = 3) uniform sampler2D reflected_blurred_pass2; layout(set = 0, binding = 4) uniform sampler2D ambi_temporal_pass; layout(set = 0, binding = 5) uniform sampler2D avglum_pass; layout(set = 0, binding = 6) uniform sampler2D monitor_body_straight; layout(set = 0, binding = 7) uniform sampler2D monitor_body_curved; layout(set = 0, binding = 8) uniform sampler2D bg_under; layout(set = 0, binding = 9) uniform sampler2D bg_over; layout(set = 0, binding = 10) uniform sampler2D shift_and_bleed_pass; layout(set = 0, binding = 11) uniform sampler2D in_glow_pass; layout(set = 0, binding = 12) uniform sampler2D halo_pass; #define HALF_PI 1.5707963267949 #define QUARTER_PI 0.785398163397448 #include "includes/functions.include.slang" vec3 pixel_vmask(vec3 source, float white_reference, float over_white) { // Simple RGB mask emulation with or without horizontal gap float ooo = 1.0 - RGB_MASK_STRENGTH; // RGB mask: R G B vec3 m1 = vec3( 1.0 , ooo , ooo ); //col 1 vec3 m2 = vec3( ooo , 1.0 , ooo ); //col 2 vec3 m3 = vec3( ooo , ooo , 1.0 ); //col 3 vec3 gap = vec3( ooo ); vec3 pixel_out; vec3 vmasked; vec4 vec_mod=(vec4(3,1,2,3) + vec4(VMASK_GAP,0.0,0.0,0.0))* VMASK_DARKLINE_SCALE ; float fcol = vOutputCoord.x * params.OutputSize.x; if (mod(fcol, vec_mod.x) < vec_mod.y) vmasked = m1 * source; else if (mod(fcol, vec_mod.x) < vec_mod.z) vmasked = m2 * source; else if (mod(fcol, vec_mod.x) < vec_mod.w) vmasked = m3 * source; else vmasked = gap * source; if (over_white == 1.0) pixel_out = vmasked; else { white_reference-= over_white; white_reference= clamp(white_reference,0.0,1.0); pixel_out= mix(vmasked,source,white_reference); } return pixel_out; } vec3 pixel_vmask_and_gm(vec3 source, float white_reference, float over_white) { // Simple RGB mask emulation with or without horizontal gap float ooo = 1.0 - RGB_MASK_STRENGTH; // RGB mask: R G B vec3 m1_rgb = vec3( 1.0 , ooo , ooo ); //col 1 vec3 m2_rgb = vec3( ooo , 1.0 , ooo ); //col 2 vec3 m3_rgb = vec3( ooo , ooo , 1.0 ); //col 3 vec3 gap = vec3( ooo ); vec3 m1_gm = vec3( ooo , 1.0 , ooo ); //col 1 vec3 m2_gm = vec3( 1.0 , ooo , 1.0 ); //col 2 vec3 m1 = (m1_gm * VMASK_USE_GM) + (m1_rgb * (1-VMASK_USE_GM)); vec3 m2 = (m2_gm * VMASK_USE_GM) + (m2_rgb * (1-VMASK_USE_GM)); vec3 m3 = m3_rgb; vec3 pixel_out; vec3 vmasked; vec4 vec_mod_rgb = vec4(3,1,2,3); vec4 vec_mod_gm = vec4(2,1,2,0.0); vec4 vec_mod = (vec_mod_gm * VMASK_USE_GM) + (vec_mod_rgb* (1-VMASK_USE_GM)); vec_mod=(vec_mod + vec4(VMASK_GAP,0.0,0.0,0.0))* VMASK_DARKLINE_SCALE ; float fcol = vOutputCoord.s * params.OutputSize.x; if (mod(fcol, vec_mod.x) < vec_mod.y) vmasked = m1 * source; else if (mod(fcol, vec_mod.x) < vec_mod.z) vmasked = m2 * source; else if ( mod(fcol, vec_mod.x) < vec_mod.w && VMASK_USE_GM < 1.0 ) vmasked = m3 * source; else vmasked = gap * source; if (over_white == 1.0) pixel_out = vmasked; else { white_reference-= over_white; white_reference= clamp(white_reference,0.0,1.0); pixel_out= mix(vmasked,source,white_reference); } return pixel_out; } vec3 pixel_vmask_gm(vec3 source, float white_reference, float over_white) { // Simple RGB mask emulation with or without horizontal gap float ooo = 1.0 - RGB_MASK_STRENGTH; // RGB mask: R G B vec3 m1 = vec3( ooo , 1.0 , ooo ); //col 1 vec3 m2 = vec3( 1.0 , ooo , 1.0 ); //col 2 vec3 gap = vec3( ooo ); float fcol = vOutputCoord.s * params.OutputSize.x; vec3 pixel_out; vec3 vmasked; vec3 vec_mod=(vec3(2,1,2) + vec3(VMASK_GAP,0.0,0.0))* VMASK_DARKLINE_SCALE ; if (mod(fcol, vec_mod.x) < vec_mod.y) vmasked = m1 * source; else if (mod(fcol, vec_mod.x) < vec_mod.z) vmasked = m2 * source; else vmasked = gap * source; if (over_white == 1.0) pixel_out = vmasked; else { white_reference-= over_white; white_reference= clamp(white_reference,0.0,1.0); pixel_out= mix(vmasked,source,white_reference); } return pixel_out; } /*vec3 pixel_darklines_old(vec3 source,float darkline_every, float darkline_trans, float do_offset, float white_reference,float over_white, vec2 coords) { // "darklines" are vertical gaps that can be used to emulate aperturegrille // or slotmasks // float Darkline_part_w = (3.0 - VMASK_USE_GM + VMASK_GAP) * VMASK_DARKLINE_SCALE; float Darkline_part_w_x2 = Darkline_part_w*2; darkline_every *= VMASK_DARKLINE_SCALE; if (over_white != 1.0) { //less effect on bright colors. darkline_trans+=(white_reference-over_white); darkline_trans=clamp(darkline_trans,0.0,1.0); } //Slotmask (darklines are drawn with offset) if (do_offset > 0.0) { bool odd_line_meno_densa = mod(vFragCoord.y, darkline_every) > VMASK_DARKLINE_SCALE ; bool odd_line_piu_densa = !(mod(vFragCoord.y, darkline_every/2) < VMASK_DARKLINE_SCALE && odd_line_meno_densa); bool odd_column = mod(vFragCoord.x + Darkline_part_w , Darkline_part_w_x2) < Darkline_part_w; bool draw_mask = odd_line_piu_densa && !odd_column || odd_column && odd_line_meno_densa; return source * clamp(float(draw_mask),darkline_trans,1.0); } //Aperture grille (darklines are drawn straight) bool draw_dark = mod(vFragCoord.y, darkline_every) < VMASK_DARKLINE_SCALE; bool draw_color = !draw_dark; return source * ( float(draw_color) + float(draw_dark) * darkline_trans ); }*/ vec3 pixel_darklines(vec3 source,float darkline_every, float darkline_trans, float do_offset, float white_reference,float over_white, vec2 coords) { float period_x = (3.0 - VMASK_USE_GM + VMASK_GAP) * VMASK_DARKLINE_SCALE; float period_y = darkline_every * VMASK_DARKLINE_SCALE; vec2 FragCoord = vFragCoord; if (over_white != 1.0) { //less effect on bright colors. darkline_trans+=(white_reference-over_white); darkline_trans=clamp(darkline_trans,0.0,1.0); } if (do_offset > 0.0) { float column = int(floor(mod(FragCoord.x, period_x*2.0))); if (column < period_x) FragCoord.y+=period_y/2.0; } float row = int(floor(mod(FragCoord.y, period_y))); if (row < VMASK_DARKLINE_SCALE) return source * darkline_trans; else return source; } float scanline_shape(vec2 coords, bool do_slotmask, float lum) { /* Produces a B/W scanline shape to be multiplicated by the source * pixel later on to emulate scanline effect. * scanlines can be drawn on odd and even fields alternating on odd and * even frames to emulate that aspect of interlacing. */ float period = vScanlinePeriod; bool is_interlaced = bool(vIsInterlaced); bool alternate = bool(vScanlinesAlternate); bool do_flicker = bool(vFlickeringScanlines); //...to scale scanline tickness: //float lum_scaled = scale_to_range(lum, SCANLINE_MIN, SCANLINE_MAX); float lum_scaled = lum * SCANLINE_MAX; lum_scaled = clamp( lum_scaled, SCANLINE_MIN, SCANLINE_MAX ); float angle_base = coords.y * pi * params.OriginalSize.y * period;// + vScanlinePhase; float lines = 1.0; if (!( is_interlaced && SCANLINE_DISABLE_ON_INTERLACE == 1.0 )) { /*if (alternate) lines = -sin(angle_base + HALF_PI); else lines = sin(angle_base); */ //Unbranched the previous if/then/else: lines = (2*vScanlinesAlternate -1) * sin(angle_base + (vScanlinesAlternate * HALF_PI)) ; lines = (lines*lines); } //Draw the slotmask right here if the height is the same as the scanline. if (do_slotmask) { if (do_flicker) { //Fallback to old darklines code to avoid glitches/artifacts. lines = lines * pixel_darklines(vec3(1.0),DARKLINES_PERIOD,1-SCANLINE_SM_STRENGTH,1.0, 0.0 ,1.0, coords).r; } else { float Darkline_part_w = (3.0 - VMASK_USE_GM + VMASK_GAP) * VMASK_DARKLINE_SCALE; float Darkline_part_w_x2 = Darkline_part_w*2; bool odd_column = mod(vFragCoord.x + Darkline_part_w , Darkline_part_w_x2) < Darkline_part_w; if (SCANLINE_SM_TYPE == 1.0) { // Slotmask is out oh phase every "odd" triple and mixed with // the straight scanline. // slotmask strength and stagger are configurable. // Acceptable values are with stagger around 79 (pi/4) if (odd_column) { float phase = pi + SCANLINE_SM_VOFFSET*0.01 * lum_scaled; float angle_slotmask = angle_base + phase; float slotmask = sin(angle_slotmask); slotmask = (slotmask*slotmask); lines = mix(lines, slotmask, SCANLINE_SM_STRENGTH); } } else if (SCANLINE_SM_TYPE == 2.0) { float phase; //Slotmask is always out of phase by QUARTER_PI //Every "odd triple" column, it is also out of phase of HALF_PI //Slotmask is multiplied by original scanline and thinner. //Only strength parameter is taken into account. if (odd_column) phase = period * pi + QUARTER_PI * lum_scaled; else phase = period * HALF_PI + QUARTER_PI; float angle_slotmask = angle_base + phase; float slotmask = sin(angle_slotmask); slotmask = slotmask*slotmask; slotmask = slotmask*slotmask; // eleva alla 4 per renderla sottile. valori maggiori producono moiree. slotmask = mix(1.0, slotmask, SCANLINE_SM_STRENGTH); // riduci la forza della slotmask lines = lines * slotmask; } else if (SCANLINE_SM_TYPE == 3.0) { // Thinner slotmask screen, no scanlines. // No parameter taken into account. if (odd_column) { float phase = pi + HALF_PI; float angle_slotmask = angle_base + phase; float slotmask = sin(angle_slotmask); slotmask = (slotmask*slotmask); slotmask = (slotmask*slotmask); lines = slotmask; } } } } //Thickness (min): //lines = pow(lines, 1/(lum_scaled+eps) ); //lines = pow(lines, 1/(sqrt(lum_scaled) ) ); //lines = pow(lines, 1/(lum_scaled*lum_scaled+eps) ); //lines = pow( lines , 1/(lum_scaled ) ) ; //0.0125 is an anti-moiree measure. //lines = pow( max(lines, 0.05), 1/lum_scaled) ; //lines = pow(lines, 1/(sqrt(lum_scaled) ) ); //lines = pow(clamp(lines + 0.05, 0.0,1.0) , 1/sqrt(lum_scaled)); //float extra_power_1 = 3.0; float extra_power_1 = max(SCANLINE_MAX/3.0, 1.0); lines = pow(clamp(lines, SCANLINE_DARK * 2.0, 1.0) , 1/(sqrt(lum_scaled*lum_scaled*extra_power_1) ) ); //lines = pow(clamp(lines + 0.05, 0.0,1.0) , 1/(sqrt(lum_scaled*lum_scaled*extra_power_1) ) ) * extra_power_1/2.0; //lines = pow(clamp(lines + 0.05, 0.0,1.0) , 1/(lum_scaled*lum_scaled)); //Thickness (max): /*lines = pow(abs(lines), 1/(10*lum_scaled*lum_scaled)); float clamp_start=0.5; if (lum_scaled>clamp_start) lines = clamp(lines,(lum_scaled-clamp_start)/(1-clamp_start) ,1.0); //FIXME use step?*/ //min-max, ma difficile da gestire con la slotmask. // float extra_power = 2.0; // float m = mod(angle_base + (vScanlinesAlternate * HALF_PI), pi); // lines = exp( -pow((m-(HALF_PI)),2) / ( lum*extra_power ) ) * extra_power; lines = lines * (1-SCANLINE_DARK ) + SCANLINE_DARK ; return lines; } float get_clamped_white_reference(vec3 pixel_in){ float white_reference = max(max(pixel_in.r,pixel_in.g),pixel_in.b); white_reference = min(white_reference,1.0); //Clamp here for both vmask and darklines. return white_reference; } vec4 pixel_main_pass(vec2 coords, bool bBorder_needed) { //Exit if we don't need a border (ambient light/background picture) //And we are outside the the border (unsure if this double check is good for performance) //FIXME if (bBorder_needed && (vTexCoord.x < 0.0 || vTexCoord.x > 1.0 || vTexCoord.y < 0.0 || vTexCoord.y > 1.0)) return vec4(0.0); vec3 pixel_in; vec3 pixel_glowed; //Get the first available pixel_in: //vec2 off=vec2(0.0,+ global.first_passSize.w*0.5); needed //To be added to the following coords and to halo coords (FIXME: WHY?) //if drawing scanlines on first pass too) if (DO_IN_GLOW == 1.0) { pixel_glowed = texture(in_glow_pass,coords).rgb; pixel_in = pixel_glowed; } else { pixel_in = texture(shift_and_bleed_pass,coords).rgb ; } vec3 pixel_out = pixel_in; float white_reference; if (VMASK_OVERWHITE+DRKLN_OVERWHITE < 2.0 ) { white_reference = get_clamped_white_reference(pixel_in); } //Mask and darklines: if (DO_VMASK_AND_DARKLINES == 1.0 ) { vec3 pixel_in_compensated = pixel_in; pixel_in_compensated = pixel_push_luminance(pixel_in, RGB_MASK_STRENGTH * MASK_COMPENSATION); if (RGB_MASK_STRENGTH > 0.0) { //Use RGB pattern or exploit RGB layout with green and magenta? if (VMASK_USE_GM < 1.0) pixel_out = pixel_vmask(pixel_in_compensated, white_reference, VMASK_OVERWHITE); else pixel_out = pixel_vmask_gm(pixel_in_compensated, white_reference, VMASK_OVERWHITE); //Tried to unbranch to no avail (worse performances) //pixel_out = pixel_vmask_and_gm(pixel_in_compensated, white_reference, VMASK_OVERWHITE); } pixel_out = pixel_push_luminance(pixel_out, DARKLINES_STRENGTH * (1.0/DARKLINES_PERIOD) * MASK_COMPENSATION); //Screen lines (slotmask aperture grille) if ( DARKLINES_STRENGTH > 0.0 ) { float MYDARKLINES_TRANSPARENCY = 1.0 - DARKLINES_STRENGTH; pixel_out = pixel_darklines(pixel_out, DARKLINES_PERIOD, MYDARKLINES_TRANSPARENCY, DARKLINES_VOFFSET, white_reference, DRKLN_OVERWHITE, coords); } } float lum = clamp(max(max(pixel_out.r,pixel_out.g),pixel_out.b), 0.0,1.0); //Halo vec3 pixel_haloed; if (DO_HALO == 1.0 ) { pixel_haloed = texture(halo_pass,coords).rgb; pixel_out += pixel_haloed * (1 - HALO_VS_SCAN); } /* Non flickering scanlines, Don't do them if * - User doesn't want scanlines * - The screen is interlaced and the user doesn't want scanlines on it. */ if ( DO_SCANLINES == 1.0 ) { /* pixel_bleed is the color that will bleed over scanline gap. * It is selected by the first available one depending on the shader * features enabled by the user */ vec3 pixel_bleed; /*if (DO_HALO == 1.0) pixel_bleed = pixel_haloed; else */if (DO_IN_GLOW == 1.0) pixel_bleed = pixel_glowed; else pixel_bleed = pixel_in; // Optionally apply a gamma correction to the scanline shape. if (SCANLINE_COMPENSATION > 0.0) { float mypow = mix(1.0, (0.33 * SCANLINE_DARK + 0.67), SCANLINE_COMPENSATION); pixel_out = pow(pixel_out,vec3(mypow)); } //Obtain the scanlines screen by multiplying the scanline shape by the pixel color. //and emulate the bleeding of the color over the dark part of the scanlined screen. //float scanline_shape = scanline_shape(coords, SCANLINE_SM_TYPE > 0.0 ); float lum = max(max(pixel_out.r, pixel_out.g), pixel_out.b); float scanline_shape = scanline_shape(coords, SCANLINE_SM_TYPE > 0.0, lum ); pixel_out = pixel_out * ( scanline_shape + ( pixel_bleed * SCANLINES_BLEEDING * ( 1 - scanline_shape ) )); //pixel_out *= scanline_shape; } if (DO_HALO == 1.0 ) { pixel_out += pixel_haloed * HALO_VS_SCAN; //pixel_out = pixel_out + (pixel_haloed * (1-lum)); } // Apply color correction (in this pass it is just the final output gamma) if (DO_CCORRECTION == 1.0) pixel_out = pow(max(pixel_out, vec3(0.0)),vec3(GAMMA_OUT)); //Out return vec4(pixel_out,1.0) ; //* border(border_coords); } float global_noise; #ifdef STATIC_SUPPORT_BACKDROP vec3 pixel_backdrop_image() { vec2 backdrop_offset=vec2(BACKDROP_OFFX,BACKDROP_OFFY); vec2 backdrop_tex_size = textureSize(backdrop, 0); float backdrop_lod = log2(backdrop_tex_size.y / global.FinalViewportSize.y); vec2 backdrop_coords = get_scaled_coords_aspect( vOutputCoord+backdrop_offset, global.FinalViewportSize, backdrop_tex_size.x/backdrop_tex_size.y, bool(vIsRotated)); backdrop_coords=zoom(backdrop_coords, BACKDROP_ZOOM); return textureLod(backdrop, backdrop_coords, backdrop_lod).rgb; } #endif vec4 textureLod_wrap(sampler2D tex, vec2 co, float lod, float wrap_mode) { /* // Mirrored repeat, once, useless since is done by default if (co.x > 1.0 || co.x < 0.0) co.x = 1- mod(co.x, 1.0); if (co.y > 1.0 || co.y < 0.0) co.y = 1- mod(co.y, 1.0); */ if (wrap_mode == 1.0) { //Clamp to border, black. bool bOutside = (co.x < 0.0 || co.x > 1.0 || co.y < 0.0 || co.y > 1.0 ) ; if (bOutside) return vec4(0.0,0.0,0.0,1.0); } else if (wrap_mode == 2.0) { //Clamp to edge: co = clamp(co, 0.00, 1.0); } else if (wrap_mode == 3.0) { //Repeat no mirror: co = mod(co, 1.0); } return textureLod(tex, co, lod); } vec4 pixel_background_image(bool over){ //return the aspect corrected background image: vec2 bg_image_offset=vec2(BG_IMAGE_OFFX,BG_IMAGE_OFFY); if (over) { vec2 tex_size = textureSize(bg_over, 0); // * BG_ZOOM; float bg_over_lod = log2(tex_size.y / global.FinalViewportSize.y); if (BG_IMAGE_ROTATION > 0.0 || ( BG_IMAGE_ROTATION < 0.0 && bool(vIsRotated) ) ) tex_size.xy = tex_size.yx; vec2 back_coords = get_scaled_coords_aspect(vOutputCoord + bg_image_offset, global.FinalViewportSize, tex_size.x/tex_size.y, bool(vIsRotated)); if (BG_IMAGE_ROTATION < 0.0 && bool(vIsRotated) ) { //handle automatic rotation of bg image for rotated games back_coords.xy = back_coords.yx; back_coords.y = 1 - back_coords.y; } else if (BG_IMAGE_ROTATION > 0.0) { //rotate as user prefs back_coords.xy = back_coords.yx; if (BG_IMAGE_ROTATION == 1.0) back_coords.y = 1 - back_coords.y; if (BG_IMAGE_ROTATION == 2.0) back_coords.x = 1 - back_coords.x; } back_coords=zoom(back_coords, BG_IMAGE_ZOOM); return textureLod_wrap(bg_over, back_coords, bg_over_lod, BG_IMAGE_WRAP_MODE); } //under vec2 tex_size = textureSize(bg_under, 0); // * BG_ZOOM; if (BG_IMAGE_ROTATION > 0.0) tex_size.xy = tex_size.yx; float bg_under_lod = log2(tex_size.y / global.FinalViewportSize.y); vec2 back_coords = get_scaled_coords_aspect(vOutputCoord + bg_image_offset,global.FinalViewportSize, tex_size.x/tex_size.y, bool(vIsRotated)); if (BG_IMAGE_ROTATION > 0.0) { back_coords.xy = vec2(back_coords.y, back_coords.x); if (BG_IMAGE_ROTATION == 1.0) back_coords.y = 1 - back_coords.y; if (BG_IMAGE_ROTATION == 2.0) back_coords.x = 1 - back_coords.x; } back_coords=zoom(back_coords, BG_IMAGE_ZOOM); return textureLod_wrap(bg_under,back_coords,bg_under_lod, BG_IMAGE_WRAP_MODE); //return textureLod(bg_under,back_coords,bg_under_lod); } vec3 pixel_border(bool image_over) { /* Returns the surrounding of the tube/bezel: * The led lights alone * the led light "under" a background image (alpha driven) * black if we need to overlay a game backdrop */ #ifdef STATIC_SUPPORT_BACKDROP return vec3(0.0); #endif vec3 pixel_out = vec3(1.0); if (DO_AMBILIGHT == 1.0) pixel_out = texture(ambi_temporal_pass, vOutputCoord).rgb + vec3(global_noise); if (DO_BG_IMAGE == 1.0 && !image_over) { vec4 bg_image = pixel_background_image(false); pixel_out = mix(pixel_out,bg_image.rgb,bg_image.a); } return pixel_out; } vec3 pixel_alternate(vec3 source, float whiteness) { // Emulate the low crt persistance by only drawing odd/even lines // on odd/even frames float line = vTexCoord.y * params.OutputSize.y; vec3 pixel_out = source; float l_period_half = ALT_BLANK_PERIOD / 2; if (mod(float(params.FrameCount),2.0 ) == 1) { if (mod(line,ALT_BLANK_PERIOD) > l_period_half) pixel_out=mix(source,vec3(0), whiteness) ; } else { if (mod(line,ALT_BLANK_PERIOD) <= l_period_half) pixel_out=mix(source,vec3(0), whiteness) ; } return pixel_out; } #define bezel_luminance bezel.r vec3 bezel_color(float lum) { //Colorize bezel frame vec3 col = vec3(BEZEL_R,BEZEL_G,BEZEL_B) + lum; float con_max = 0.5 * BEZEL_CON + 0.5; col = scale_to_range_vec3(col, -con_max+1, con_max); return clamp(col,0.0,1.0); } #define STATIC_BEZEL_USE_MIPMAP 1.0 vec3 compose_bezel_over(vec3 full_viewport) { vec2 coords_for_bezel = vTexCoord; if (BEZEL_FRAME_ZOOM != 0.0) coords_for_bezel = zoomout_coords(coords_for_bezel,-BEZEL_FRAME_ZOOM,1.0); /* Bezel image is a fixed png file, and is curved. * To have a straight bezel, we can "unwarp" it and then curve it again * Too lame? float BEZEL_IMG_BORDER_START_X = 120.0/2923.0; //= 0.03; 120 float BEZEL_IMG_BORDER_END_X = 220.0/2923.0 ;//= 0.2; 220 float BEZEL_IMG_BORDER_START_Y = 75.0/2178.0; //= 0.01; 75 float BEZEL_IMG_BORDER_END_Y = 160.0/2178.0;//= 0.4; 160 float BEZEL_IMG_CURVATURE_X = 0.6; float BEZEL_IMG_CURVATURE_Y = 0.6; float min_x = min(coords_for_bezel.x, 1-coords_for_bezel.x); float min_y = min(coords_for_bezel.y, 1-coords_for_bezel.y); float kx = smoothstep(BEZEL_IMG_BORDER_START_X, BEZEL_IMG_BORDER_END_X, min(coords_for_bezel.x, 1-coords_for_bezel.x)); float ky = smoothstep(BEZEL_IMG_BORDER_START_Y, BEZEL_IMG_BORDER_END_Y, min(coords_for_bezel.y, 1-coords_for_bezel.y)); coords_for_bezel = Warp(coords_for_bezel,-BEZEL_IMG_CURVATURE_X * kx , -BEZEL_IMG_CURVATURE_Y * ky ); coords_for_bezel = Warp(coords_for_bezel,GEOM_WARP_X * kx , GEOM_WARP_Y * ky ); */ //No need to draw anything outside this: if (coords_for_bezel.x < 0 || coords_for_bezel.y < 0 || coords_for_bezel.x > 1.0 || coords_for_bezel.y > 1.0) return full_viewport; vec2 coords_for_mirror = coords_for_bezel; //Main lut: vec4 bezel; #ifdef STATIC_BEZEL_USE_MIPMAP vec2 bezel_lut_size = textureSize(monitor_body_curved,0); //no need to branch here if we assume straight and curved textures are the same size. //FIXME? float bezel_frame_lod = log2(bezel_lut_size.y * (BEZEL_FRAME_ZOOM+1.0) /global.FinalViewportSize.y); if (BEZEL_USE_STRAIGHT < 0.5) bezel = textureLod(monitor_body_curved,coords_for_bezel,bezel_frame_lod); else bezel = textureLod(monitor_body_straight,coords_for_bezel,bezel_frame_lod); #else if (BEZEL_USE_STRAIGHT < 0.5) bezel = texture(monitor_body_curved,coords_for_bezel); else bezel = texture(monitor_body_straight,coords_for_bezel); #endif //return mix(bezel.rgb, vec3(kx), 0.5); //No need to draw anything on full alpha: if (bezel.a == 0.0) return full_viewport; //We use the red component of the bezel to express its luminance (define bezel_luminance bezel.r) vec3 bezel_colored = bezel_color(bezel_luminance); //This is the reflection to be composed over the bezel); vec3 pixel_mirrored = texture(reflected_blurred_pass2, coords_for_mirror + random( min(global.FinalViewportSize.z,global.FinalViewportSize.w)*1.5, vTexCoord ) ).rgb; //return pixel_mirrored; //Take the reflection modifier from the texture blue component into account; it is/may be used to lower the reflection in the corners. //float reflection = (reflection_shade * 1.4 - 0.4) * bezel.b ; //reflection = clamp (reflection, 0.0, 1.0); float reflection = bezel.b; //return vec3(reflection); pixel_mirrored = pixel_mirrored * reflection * BEZEL_REFL_STRENGTH; //return pixel_mirrored; vec3 bezel_out = bezel_colored + pixel_mirrored; //Mix ambient light over bezel? (branching this is worse) vec3 ambitemporalpass = texture(ambi_temporal_pass, vOutputCoord).rgb; ambitemporalpass = max(ambitemporalpass, 0.0); //<-- this to avoid undefined results vec3 pixel_ambilight = DO_AMBILIGHT * (ambitemporalpass + global_noise); float opacita = bezel.a; bezel_out = bezel_out + pixel_ambilight * AMBI_OVER_BEZEL * (1 -reflection) * bezel.a; //bezel_out = vec3(bezel.a); //(1- (max(reflection, lut_hardness), bezel.a)) ; //We use the green component to express Hardness/Specularity; there the reflection will be completely diffused. //For the task, we use a mipmap whit adeguate precision. float lut_hardness = bezel.g; if (lut_hardness > 0.0) { vec4 pixel_avglum = texture(avglum_pass,vOutputCoord); bezel_out = bezel_out + ( ( pixel_avglum.rgb + pixel_avglum.a*0.5) * lut_hardness * 0.57 * BEZEL_REFL_STRENGTH ); } return mix(full_viewport, bezel_out, bezel.a); } vec4 pixel_inner_frame(vec2 coords, bool bBorder_needed) { //This takes care of drawing the main content. vec4 pixel_in = pixel_main_pass(coords, bBorder_needed); vec3 pixel_out = pixel_in.rgb; vec3 bloomed; //Mix bloom texture if (DO_BLOOM == 1.0 ) { bloomed=texture(bloom_pass_final, coords).rgb ; if (BLOOM_BYPASS > 0.5) pixel_out = bloomed; else pixel_out += bloomed; } //Black frame insertion if (DO_ALT_BLANK == 1.0 ) { pixel_out = pixel_alternate(pixel_out.rgb, ALT_BLANK_STRENGTH ); } //vignette and spot if (DO_VIGNETTE + DO_SPOT >0.0) { //float in_aspect = get_in_aspect(); if (DO_VIGNETTE == 1.0) { float dist = length(vec2((coords.x-0.5)*vIn_aspect,coords.y-0.5)); float vignette = smoothstep(V_SIZE,0.0,dist)*V_POWER; //float vignette = vV_POWER * (vV_SIZE + 16.0* coords.x*coords.y*(1.0-coords.x)*(1.0-coords.y)); //vignette = min(vignette,99999.0); //<--- big wtf here, why is this needed? ////...see: https://github.com/kokoko3k/koko-aio-slang/issues/3 pixel_out = pixel_out * vignette; } if (DO_SPOT == 1.0) { float dist = length(vec2((coords.x-0.5)*vIn_aspect,coords.y-0.5)+spot_offset); float spot = smoothstep(S_SIZE,0.0,dist)*S_POWER; //vec2 scoords = clamp(coords + spot_offset, 0.0,1.0); //float spot = vS_POWER * (vS_SIZE + 16.0*scoords.x*scoords.y*(1.0-scoords.x)*(1.0-scoords.y)); pixel_out = pixel_out + spot; } //pixel_out += global_noise; } //smooth border (edge) float border_inner_frame = 1.0; if (DO_BEZEL==1.0 || DO_CURVATURE == 1.0) border_inner_frame = border(coords); float pixel_out_alpha = pixel_in.a * border_inner_frame; //Out return vec4(pixel_out,pixel_out_alpha) * border_inner_frame; } vec4 main_wrap(vec2 coords){ /* Handle inner border and outer border, not bezel */ if (DO_VIGNETTE + DO_SPOT + DO_AMBILIGHT >0.0) global_noise = random(NOISEPOWER, vTexCoord * params.FrameCount); //Just do pixel_inner_frame() and exit when there is no need to paint border. if (!border_needed()) return pixel_inner_frame(coords, false); //From now on, we need a border. bool bIs_outer_frame = ((vTexCoord.x < 0.0) || (vTexCoord.x > 1.0)); //Handle outer frame cases //if we want ambilights in the outer frame, draw it and return if (bIs_outer_frame) return vec4(pixel_border(BG_IMAGE_OVER == 1.0),1.0); //But if it is just outer frame, just make it black. if (bIs_outer_frame) return vec4(0.0); //Handle inner frame cases vec4 vPixel_inner_frame = pixel_inner_frame(coords, true); //mix ambilight in the inner frame too, as curvature could shrink into the inner frame. bool draw_border = true; //Not painting ambilights here is the best way to cheaply draw a border around the frame if (DO_BEZEL == 1.0) { vec2 vTexCoord_zoomout = zoomout_coords(vTexCoord, -BEZEL_INNER_ZOOM , 1.0); float border_start = 1-BEZEL_IMAGE_BORDER; //Not using curved coords here because crazy things would happen with vertical games draw_border = vTexCoord_zoomout.x < border_start || vTexCoord_zoomout.x > BEZEL_IMAGE_BORDER || vTexCoord_zoomout.y < border_start || vTexCoord_zoomout.y > BEZEL_IMAGE_BORDER ; } if (draw_border) return vec4(mix(pixel_border(BG_IMAGE_OVER == 1.0).rgb,vPixel_inner_frame.rgb,min(vPixel_inner_frame.a*1.5,1.0)),vPixel_inner_frame.a); //return vec4(1.0,0.0,0.0,1.0); //Last case, inner border without ambilight: return vPixel_inner_frame; } void main() { vec2 coords = vTexCoord; //Luminosity dependant zoom if (DO_DYNZOOM == 1.0) { //float zoomin = 1.0 + (texture(bloom_pass_final, coords ).a/ DYNZOOM_FACTOR * 80.0); <<-- funny. //float dynzoom = 1.0 + (texture(avglum_pass, vec2(0.75,0.75) ).a/ DYNZOOM_FACTOR); float dynzoom = get_dyn_zoom(avglum_pass); coords = zoom(coords, dynzoom); } //Scale coords according to bezel settings? if (DO_BEZEL == 1.0) { coords = zoomout_coords(coords, -BEZEL_INNER_ZOOM , 1.0); coords = clamp(coords, 0.0,1.0); } //Curvature if (DO_CURVATURE == 1.0) { if ((GEOM_WARP_X > 0.0) || (GEOM_WARP_Y > 0.0)) coords = Warp_fast(coords, vWarp_vexp, vWarp_arg2); } //"Just" handle inner and outer frame here: vec4 pixel_out = main_wrap(coords); #ifdef STATIC_SUPPORT_BACKDROP pixel_out += vec4(pixel_backdrop_image(), 1.0); #endif //Draw bezel if (DO_BEZEL == 1.0) { pixel_out = vec4(compose_bezel_over(pixel_out.rgb),1.0); } //Draw an image "Over" the bezel with an hole inside by the alpha channel if (DO_BG_IMAGE == 1.0 && BG_IMAGE_OVER==1.0) { vec4 bg_image = pixel_background_image(true); pixel_out = mix(pixel_out,bg_image,bg_image.a); } //For debug purposes: //quad split screen //if ( (vOutputCoord.x < 0.5 && vOutputCoord.y > 0.5) || (vOutputCoord.x > 0.5 && vOutputCoord.y < 0.5) ) pixel_out = texture(first_pass,vOutputCoord); //split screen //if (vTexCoord.y < 0.5) pixel_out = texture(first_pass,vTexCoord); //pixel_out = texture(avglum_pass,vTexCoord); //vec4 pixel_mirrored = texture(reflected_blurred_pass2,vTexCoord); //pixel_out = pixel_mirrored; FragColor = pixel_out; //FragColor = vec4(blur_shade(vTexCoord) ); //FragColor = vec4(random(1.0, vTexCoord * params.FrameCount)); }