#version 450 #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 vCoordsAdapted; #include "includes/functions.include.slang" void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; vCoordsAdapted = vTexCoord; //override aspect? if (DO_GAME_GEOM_OVERRIDE > 0.5) vCoordsAdapted = content_geom_override(vCoordsAdapted, GAME_GEOM_ASPECT, get_in_aspect(), GAME_GEOM_VSHIFT, GAME_GEOM_HSHIFT, GAME_GEOM_ZOOM); vCoordsAdapted = zoomout_coords( vCoordsAdapted, BEZEL_RFL_ZOOM, 1.0); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 vCoordsAdapted; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 1) uniform sampler2D flick_and_noise_pass; layout(set = 0, binding = 2) uniform sampler2D avglum_pass; #include "includes/functions.include.slang" #include "includes/blooms.include.slang" float borders_gradient(vec2 co, float smoothness) { //Draws a square with smooth borders: float size = 1.0; vec4 rect = vec4(0.0+smoothness, 0.0+smoothness, size - smoothness, size - smoothness); vec2 hv = smoothstep(rect.xy - smoothness, rect.xy, co) * smoothstep(co - smoothness, co, rect.zw); return hv.x * hv.y; } void main() { if (DO_BEZEL == 0.0) return; float skip_border = BEZEL_REFL_SKIP_SIZE; if (vTexCoord.x > skip_border && vTexCoord.x < 1.0 - skip_border && vTexCoord.y > skip_border && vTexCoord.y < 1.0 - skip_border ) { return; } vec2 coords = vCoordsAdapted; if (DO_DYNZOOM == 1.0) coords = zoom(coords, get_dyn_zoom(avglum_pass)); //eventually return black pixel if (coords.y < 0.0 || coords.y > 1.0 || coords.x < 0.0 || coords.x > 1.0) { FragColor = vec4(0.0); return; } //Create a gradient near borders to modulate between blurrend and sharp refection. float smoothness = 0.15; vec2 coords_shade = zoom(vTexCoord,1.05); float shade_sharp_blur = borders_gradient(coords_shade, smoothness); //shade_sharp_blur = 1.05 - (shade_sharp_blur + BEZEL_RFL_BLR_SHD); //Modulates between sharp and blur via user parameter shade_sharp_blur = shade_sharp_blur - (BEZEL_RFL_BLR_SHD - 0.2); shade_sharp_blur=clamp(shade_sharp_blur, 0.0,1.0); float blur_radius= (shade_sharp_blur) * 2.0 ; float blur_quality = 1; vec3 pixel_out = bloom(flick_and_noise_pass, coords, global.FinalViewportSize, vec2(blur_radius), blur_quality, 0.0, 1.0) ; FragColor = vec4(pixel_out,shade_sharp_blur ); //FragColor = vec4(shade_sharp_blur ); }