/* 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 [http://www.gnu.org/licenses/]. */ /////////////// IMPORTS /////////////// #include "common/globals-and-image-layers-params.inc" #include "common/common-functions.inc" #include "common/common-functions-bezel.inc" vec2 UNFLIPPED_VIEWPORT_COORD = vec2(0.5); vec2 FLIPPED_VIEWPORT_COORD = vec2(0.5); ////////////////////////////////////////////////////////////////////////////////////////////////// #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 6) out vec2 vTexCoord; layout(location = 8) out vec3 BEZEL_FRAME_ORIGINAL_COLOR_RGB; ////////////////////////////////////////////////////////////////////////////////////////////////// void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; // Not sure why we need linearize this but it seems to have a smoother range this way BEZEL_FRAME_ORIGINAL_COLOR_RGB = HSM_Linearize(vec4(HSM_HSVtoRGB(vec3(HSM_BZL_COLOR_HUE, HSM_BZL_COLOR_SATURATION, HSM_BZL_COLOR_VALUE)), 1), DEFAULT_SRGB_GAMMA).rgb; } ////////////////////////////////////////////////////////////////////////////////////////////////// #pragma stage fragment layout(location = 6) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; // Pass Framebuffer Textures layout(set = 0, binding = 1) uniform sampler2D InfoCachePass; layout(set = 0, binding = 3) uniform sampler2D BR_LayersUnderCRTPass; #ifdef IS_NO_REFLECT_PRESET layout(set = 0, binding = 4) uniform sampler2D MBZ_PostCRTPass; #define MiddlePass MBZ_PostCRTPass #else layout(set = 0, binding = 4) uniform sampler2D BR_CRTAndReflectionPass; #define MiddlePass BR_CRTAndReflectionPass #endif layout(set = 0, binding = 5) uniform sampler2D BR_LayersOverCRTPass; layout(set = 0, binding = 6) uniform sampler2D CombinePassFeedback; #define PassFeedback CombinePassFeedback ////////////////////////////////////////////////////////////////////////////////////////////////// void main() { UNFLIPPED_VIEWPORT_COORD = vTexCoord; vec2 VIEWPORT_COORD = HSM_GetViewportCoordWithZoomAndPan(vTexCoord); HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord); // 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_COORD, TUBE_SCALE, TUBE_DIFFUSE_ASPECT, false, BEZEL_OUTSIDE_SCALE, BEZEL_OUTSIDE_COORD, BEZEL_OUTSIDE_CURVED_COORD, FRAME_OUTSIDE_CURVED_COORD); if (HHLP_IsOutsideCoordSpace(BEZEL_OUTSIDE_COORD)) { vec4 feedback_color_test = texture(PassFeedback, vec2(0,0)); if (HSM_CACHE_GRAPHICS_ON > 0.5 && feedback_color_test.a < 0 && !CACHE_INFO_CHANGED && HSM_RENDER_SIMPLE_MODE < 0.5) { FragColor = texture(PassFeedback, UNFLIPPED_VIEWPORT_COORD); return; } } vec4 out_color = texture(BR_LayersUnderCRTPass, vTexCoord); out_color.rgb *= HSM_GLOBAL_GRAPHICS_BRIGHTNESS; vec4 crt_layer = texture(MiddlePass, vTexCoord); #ifdef IS_NO_REFLECT_PRESET crt_layer = HSM_Linearize(crt_layer, DEFAULT_SRGB_GAMMA); #endif if (HSM_RENDER_SIMPLE_MODE > 0.5) crt_layer.rgb = vec3(0); 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; if (HSM_RENDER_SIMPLE_MODE < 0.5) out_color = HSM_PreMultAlphaBlend(out_color, crt_layer); vec4 over_layer = texture(BR_LayersOverCRTPass, vTexCoord); over_layer.rgb *= HSM_GLOBAL_GRAPHICS_BRIGHTNESS; out_color = HSM_PreMultAlphaBlend(out_color, over_layer); FragColor = HSM_ApplyGamma(clamp(out_color, 0, 1), DEFAULT_SRGB_GAMMA); if (HSM_RENDER_SIMPLE_MODE > 0.5) { vec2 tube_curved_coord = HSM_GetTubeCurvedCoord(TUBE_DIFFUSE_COORD, 1, TUBE_DIFFUSE_SCALE, TUBE_SCALE, TUBE_DIFFUSE_ASPECT, 1); TUBE_DIFFUSE_CURVED_COORD = HSM_GetCurvedCoord(TUBE_DIFFUSE_COORD, HSM_TUBE_BLACK_EDGE_CURVATURE_SCALE, TUBE_DIFFUSE_ASPECT); TUBE_DIFFUSE_MASK = HSM_GetCornerMask(((TUBE_DIFFUSE_CURVED_COORD - 0.5) * 1.001) + 0.5, TUBE_DIFFUSE_ASPECT, HSM_GLOBAL_CORNER_RADIUS * HSM_TUBE_BLACK_EDGE_CORNER_RADIUS_SCALE, HSM_TUBE_BLACK_EDGE_SHARPNESS); TUBE_MASK = HSM_GetCornerMask(tube_curved_coord, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, 0.99); // float TUBE_MASK_TRIM = HSM_GetCornerMask((tube_curved_coord - 0.5) * 1.003 + 0.5, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, 0.99); INSIDE_BEZEL_MASK = HSM_GetCornerMask(BEZEL_OUTSIDE_CURVED_COORD, TUBE_DIFFUSE_ASPECT, HSM_GLOBAL_CORNER_RADIUS * HSM_BZL_OUTER_CORNER_RADIUS_SCALE, 0.9); BEZEL_MASK = INSIDE_BEZEL_MASK * (1 - TUBE_MASK); OUTSIDE_BEZEL_MASK = 1 - INSIDE_BEZEL_MASK; OUTSIDE_FRAME_MASK = 1 - HSM_GetCornerMask(FRAME_OUTSIDE_CURVED_COORD, TUBE_DIFFUSE_ASPECT, HSM_FRM_OUTER_CORNER_RADIUS, 1); FRAME_MASK = OUTSIDE_BEZEL_MASK * (1 - OUTSIDE_FRAME_MASK); if ( HSM_RENDER_SIMPLE_MODE == RENDER_SIMPLE_MODE_BLACK_SCREEN ) FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(0, 0, 0, 1) * (TUBE_MASK)); if ( HSM_RENDER_SIMPLE_MODE == RENDER_SIMPLE_MODE_BLACK_SCREEN_AND_BG ) FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(0, 0, 0, 1) * (TUBE_MASK + OUTSIDE_FRAME_MASK)); if ( HSM_RENDER_SIMPLE_MODE == RENDER_SIMPLE_MODE_PINK_MASK ) { if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_SCREEN ) FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(1, 0, 1, 1) * (TUBE_DIFFUSE_MASK)); if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_TUBE ) FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(1, 0, 1, 1) * (TUBE_MASK)); if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_BEZEL_AND_FRAME ) FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(1, 0, 1, 1) * (TUBE_MASK + OUTSIDE_FRAME_MASK)); if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_BEZEL ) FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(1, 0, 1, 1) * (1 - BEZEL_MASK)); if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_FRAME ) FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(1, 0, 1, 1) * (1 - FRAME_MASK)); } if ( HSM_RENDER_SIMPLE_MODE == RENDER_SIMPLE_MODE_BLACK_WHITE_MASK ) { if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_SCREEN ) FragColor = vec4(1 - TUBE_DIFFUSE_MASK); if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_TUBE ) FragColor = vec4(1 - TUBE_MASK); if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_BEZEL_AND_FRAME ) FragColor = vec4(1 - TUBE_MASK) - OUTSIDE_FRAME_MASK; if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_BEZEL ) FragColor = vec4(BEZEL_MASK); if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_FRAME ) FragColor = vec4(FRAME_MASK); } } // If we have calculated an image then set -1 as a flag to show that we have if (UNFLIPPED_VIEWPORT_COORD.x < (2 / global.OutputSize.x) && UNFLIPPED_VIEWPORT_COORD.y < (2 / global.OutputSize.y)) FragColor.a = -1; return; }