/* Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel Copyright (C) 2019-2022 HyperspaceMadness - HyperspaceMadness@outlook.com Texture interpolation based on "Improved texture interpolation" by Inigo Quilez Original description: http://www.iquilezles.org/www/articles/texture/texture.htm Expects the texture to be using linear filtering 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 . */ float SOURCE_MATTE_PREMULTIPLIED = 0; float SOURCE_MATTE_WHITE = 1; float SOURCE_MATTE_NONE = 2; float BLEND_MODE_OFF = 0; float BLEND_MODE_NORMAL = 1; float BLEND_MODE_ADD = 2; float BLEND_MODE_MULTIPLY = 3; vec4 HSM_ApplyGamma(vec4 in_color, float in_gamma) { vec3 out_color = pow(in_color.rgb, vec3(1 / in_gamma)); return vec4(out_color, in_color.a); } // 'Removes' encoded gamma from color to put the color in linear space vec4 HSM_Linearize(vec4 in_color, float encoded_gamma) { return HSM_ApplyGamma(in_color, 1 / encoded_gamma); } // Adds gamma onto color in linear space to get a color with encoded gamma vec4 HSM_Delinearize(vec4 in_color, float in_gamma) { return HSM_ApplyGamma(in_color, in_gamma); } vec3 HSM_RGBtoHSV(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 HSM_HSVtoRGB(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } vec3 HSM_ApplyHSVAdjustment(vec3 in_color_rgb, float in_hue, float in_saturation, float in_brightness, float in_colorize_on, float in_gamma_adjust) { if (!(in_colorize_on == 1 || in_hue != 0 || in_saturation != 1 || in_brightness != 1 || in_gamma_adjust != 1)) return in_color_rgb; vec3 color_hsv = HSM_RGBtoHSV(in_color_rgb); if (in_colorize_on > 0.5) { color_hsv.x = in_hue; color_hsv.y = mix(mix(0, color_hsv.y, clamp(in_saturation, 0, 1)), 1, clamp(in_saturation - 1, 0, 1) ); } else { color_hsv.x += in_hue; color_hsv.y *= in_saturation; } color_hsv.z *= in_brightness; vec3 color_rgb = HSM_HSVtoRGB(color_hsv); if (in_gamma_adjust != 1) color_rgb = HSM_ApplyGamma(vec4(color_rgb.r, color_rgb.g, color_rgb.b, 1), in_gamma_adjust).rgb; return color_rgb; } vec4 HSM_GetPreMultipliedColorLinear(vec4 in_color, float matte_type, float encoded_gamma) { vec4 out_color = in_color; if (matte_type == SOURCE_MATTE_WHITE) out_color.rgb = clamp(out_color.rgb - (1 - out_color.a), 0, 1); out_color = HSM_Linearize(out_color, encoded_gamma); // If the color was not already premultiplied (matted with black) premultiply it now if (matte_type == SOURCE_MATTE_NONE) out_color.rgb *= out_color.a; return out_color; } /* Composite one image over top another using the alpha to blend * It is expected that the input colors have been already premultiplied * which means their rgb has already been multiplied by their alpha */ vec4 HSM_PreMultAlphaBlend(vec4 color_under, vec4 color_over) { vec4 out_color = vec4(color_over.rgb + (color_under.rgb * (1 - color_over.a)), clamp(color_under.a + color_over.a, 0, 1)); return out_color; } vec4 HSM_BlendMultiply(vec4 color_under, vec4 color_over, float opacity) { float final_opacity = color_over.a * opacity; return vec4(color_under.rgb * (final_opacity * color_over.rgb + (1 - final_opacity) * vec3(1)), color_under.a); } // Assumes Opacity is already encoded in alpha vec4 HSM_BlendModeLayerMix(vec4 color_under, vec4 color_over, float blend_mode, float layer_opacity) { if (blend_mode == 0) return color_under; if (blend_mode == BLEND_MODE_OFF) return color_under; color_over.a *= layer_opacity; vec4 out_color = vec4(0); if (blend_mode == BLEND_MODE_NORMAL) { color_over.rgb *= color_over.a; out_color = HSM_PreMultAlphaBlend(color_under, color_over); } else { vec4 blend_color = color_under; if (blend_mode == BLEND_MODE_ADD) blend_color.rgb = color_under.rgb + color_over.rgb ; if (blend_mode == BLEND_MODE_MULTIPLY) blend_color.rgb = color_under.rgb * color_over.rgb ; out_color = vec4(clamp(mix(color_under.rgb, blend_color.rgb, color_over.a), 0, 1), color_under.a); } return out_color; } vec4 HSM_TextureQuilez(sampler2D in_sampler_2D, vec2 in_texture_size, vec2 p) { vec2 tex_size = textureSize(in_sampler_2D, 0); p = p * in_texture_size + vec2(0.5, 0.5); vec2 i = floor(p); vec2 f = p - i; f = f * f * f * (f * (f * 6.0 - vec2(15.0, 15.0)) + vec2(10.0, 10.0)); p = i + f; p = (p - vec2(0.5, 0.5)) * (1/in_texture_size); // final sum and weight normalization return texture(in_sampler_2D, p); } float HHLP_GetMaskCenteredOnValue(float in_value, float value_to_match, float threshold) { float edge_0 = value_to_match - threshold; float edge_1 = value_to_match - 0.5 * threshold; float edge_2 = value_to_match + 0.5 * threshold; float edge_3 = value_to_match + threshold; float out_mask = 1.0; out_mask *= smoothstep(edge_0, edge_1, in_value); out_mask *= smoothstep(edge_3, edge_2, in_value); return out_mask; } // Quadratic Bezier allows us to have a controlled falloff between 0 and 1 // One use is to avoid the perception of discontinuity at the outer edge experienced with a linear gradients float HHLP_QuadraticBezier (float x, vec2 a) { // Originally adapted by @kyndinfo from BEZMATH.PS (1993) by Don Lancaster // http://www.tinaja.com/text/bezmath.html float epsilon = 0.00001; a.x = clamp(a.x,0.0,1.0); a.y = clamp(a.y,0.0,1.0); if (a.x == 0.5){ a += epsilon; } // solve t from x (an inverse operation) float om2a = 1.0 - 2.0 * a.x; float t = (sqrt(a.x*a.x + om2a*x) - a.x)/om2a; float y = (1.0-2.0*a.y)*(t*t) + (2.0*a.y)*t; return y; } float HHLP_EasePowerIn(float x, float in_exponent) { x = max(0, min(x, 1)); return pow(x, in_exponent); } float HHLP_EasePowerOut(float x, float in_exponent) { x = 1.0 - max(0, min(x, 1)); return 1.0 - pow(x, in_exponent); } float HHLP_EasePowerInOut(float x, float in_exponent) { x = max(0, min(x, 1)); if (x < 0.5) { return pow(x * 2, in_exponent) * 0.5; } else { return 1.0 - pow((1 - x) * 2, in_exponent) * 0.5; } } float HHLP_GetDistanceToLine(float x1, float y1, float a, float b, float c) { float d = abs((a * x1 + b * y1 + c)) / (sqrt(a * a + b * b)); return d; } // Returns 1 if in_value < compare_value // Useful when ifs are bad for performance float HHLP_IsUnderValue(float in_value, float compare_value) { return clamp((compare_value - in_value) * 100000, 0, 1); } // Returns 1 if in_value > compare_value // Useful when ifs are bad for performance float HHLP_IsOverValue(float in_value, float compare_value) { return clamp(-1 * (compare_value - in_value) * 100000, 0, 1); } // Returns 1 if in_value == compare_value within the epsilon value provided // Useful when ifs are bad for performance float HHLP_EqualsValue(float in_value, float compare_value, float epsilon) { return HHLP_IsUnderValue(in_value, compare_value + epsilon) * HHLP_IsOverValue(in_value, compare_value - epsilon); } float HHLP_EqualsResolution(vec2 in_res, vec2 test_res) { float hardcoded_epsilon = 0.001; return HHLP_EqualsValue(in_res.x, test_res.x, hardcoded_epsilon) * HHLP_EqualsValue(in_res.y, test_res.y, hardcoded_epsilon); } vec4 HHLP_GetBilinearTextureSample(sampler2D in_sampler, vec2 in_coord, vec4 in_size) { vec2 uv = in_coord * in_size.xy - 0.5; // Shift by 0.5 since the texel sampling points are in the texel center. vec2 a = fract(uv); vec2 tex = (floor(uv) + 0.5) * in_size.zw; // Build a sampling point which is in the center of the texel. // Sample the bilinear footprint. vec4 t0 = textureLodOffset(in_sampler, tex, 0.0, ivec2(0, 0)); vec4 t1 = textureLodOffset(in_sampler, tex, 0.0, ivec2(1, 0)); vec4 t2 = textureLodOffset(in_sampler, tex, 0.0, ivec2(0, 1)); vec4 t3 = textureLodOffset(in_sampler, tex, 0.0, ivec2(1, 1)); // Bilinear filter. vec4 result = mix(mix(t0, t1, a.x), mix(t2, t3, a.x), a.y); return result; } bool HHLP_IsOutsideCoordSpace(vec2 in_coord) { return (abs(in_coord.x - 0.5) > 0.501 || abs(in_coord.y - 0.5) > 0.501); } float rand(vec2 co, float size){ return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453) * size; }