#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 "common/globals.inc" #include "params-0-screen-scale.inc" #include "common/common-functions.inc" //--------------------------------------------------------------------------------------------------- // PHOSPHOR PERSISTENCE //--------------------------------------------------------------------------------------------------- #pragma parameter HSM_PERSISTENCE_TITLE "[ PHOSPHOR PERSISTENCE ]:" 0 0 0.01 0.01 #pragma parameter HSM_PHOSPHOR_PERSISTENCE_BLEND " Amount" 0 0 100 2 #define HSM_PHOSPHOR_PERSISTENCE_BLEND global.HSM_PHOSPHOR_PERSISTENCE_BLEND / 100 #pragma parameter HSM_PHOSPHOR_PERSISTENCE_RED " Red Persistence" 50 0 100 5 #define HSM_PHOSPHOR_PERSISTENCE_RED global.HSM_PHOSPHOR_PERSISTENCE_RED / 100 #pragma parameter HSM_PHOSPHOR_PERSISTENCE_GREEN " Green Persistence" 50 0 100 5 #define HSM_PHOSPHOR_PERSISTENCE_GREEN global.HSM_PHOSPHOR_PERSISTENCE_GREEN / 100 #pragma parameter HSM_PHOSPHOR_PERSISTENCE_BLUE " Blue Persistence" 50 0 100 5 #define HSM_PHOSPHOR_PERSISTENCE_BLUE global.HSM_PHOSPHOR_PERSISTENCE_BLUE / 100 #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; layout(set = 0, binding = 3) uniform sampler2D PersistencePassFeedback; #define previous_pass_feedback PersistencePassFeedback #define eps 1e-3 vec4 HSM_ApplyPhosphorPersistence(vec4 in_color, vec4 prev_color, vec2 in_coord) { if (HSM_PHOSPHOR_PERSISTENCE_RED == 0 && HSM_PHOSPHOR_PERSISTENCE_GREEN == 0 && HSM_PHOSPHOR_PERSISTENCE_BLUE == 0) return in_color; vec3 persistence = vec3(HSM_PHOSPHOR_PERSISTENCE_RED, HSM_PHOSPHOR_PERSISTENCE_GREEN, HSM_PHOSPHOR_PERSISTENCE_BLUE); float delta_time_red = clamp(5 - 5 * HHLP_EasePowerIn(abs(HSM_PHOSPHOR_PERSISTENCE_RED), 2) + 0.1, 0, 1); float delta_time_green = clamp(5 - 5 * HHLP_EasePowerIn(abs(HSM_PHOSPHOR_PERSISTENCE_GREEN), 2) + 0.1, 0, 1); float delta_time_blue = clamp(5 - 5 * HHLP_EasePowerIn(abs(HSM_PHOSPHOR_PERSISTENCE_BLUE), 2) + 0.1, 0, 1); prev_color.r *= pow(persistence.r, delta_time_red); prev_color.g *= pow(persistence.g, delta_time_green); prev_color.b *= pow(persistence.b, delta_time_blue); prev_color *= HSM_PHOSPHOR_PERSISTENCE_BLEND; vec4 out_color = in_color; out_color.r = max(prev_color.r, out_color.r); out_color.g = max(prev_color.g, out_color.g); out_color.b = max(prev_color.b, out_color.b); return out_color; } void main() { FragColor = texture(Source, vTexCoord); FragColor = HSM_Linearize(FragColor, DEFAULT_SRGB_GAMMA); vec4 prev_color = texture(previous_pass_feedback, vTexCoord); prev_color = HSM_Linearize(prev_color, DEFAULT_SRGB_GAMMA); // Phosphor Persistence FragColor = HSM_ApplyPhosphorPersistence(FragColor, prev_color, vTexCoord); // FragColor = mix(texture(previous_pass_feedback, vTexCoord), texture(Source, vTexCoord), 0.5); FragColor = HSM_Delinearize(FragColor, DEFAULT_SRGB_GAMMA); }