/* Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel Copyright (C) 2019-2021 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 . */ //--------------------------------------------------------------------------------------------------- // BEZEL //--------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------- // GENERATED BEZEL & FRAME //--------------------------------------------------------------------------------------------------- // #pragma parameter HSM_BZL_TITLE "-----[ GENERATED BEZEL & FRAME ]-------------------------------" 0 0 0 1 #define HAS_BEZEL_PARAMS #pragma parameter HSM_BZL_INNER_EDGE_THICKNESS " Inner Edge Thickness" 110 0 700 10 float HSM_BZL_INNER_EDGE_THICKNESS = global.HSM_BZL_INNER_EDGE_THICKNESS * 0.00007; #pragma parameter HSM_BZL_INNER_EDGE_SHARPNESS " Inner Edge Sharpness - Def 95" 95 0 90 5 float HSM_BZL_INNER_EDGE_SHARPNESS = global.HSM_BZL_INNER_EDGE_SHARPNESS / 100; #pragma parameter HSM_BZL_OUTER_POSITION_Y " Outer Edge Position Y" 0 -500 500 1 float HSM_BZL_OUTER_POSITION_Y = global.HSM_BZL_OUTER_POSITION_Y / 2000; #pragma parameter HSM_BZL_OUTER_CURVATURE_SCALE " Outer Curvature Scale" 0 0 500 5 float HSM_BZL_OUTER_CURVATURE_SCALE = global.HSM_BZL_OUTER_CURVATURE_SCALE / 100; #pragma parameter HSM_BZL_OUTER_CORNER_RADIUS_SCALE " Outer Corner Radius Scale - Def 60" 60 0 4000 1 float HSM_BZL_OUTER_CORNER_RADIUS_SCALE = 0.9 * global.HSM_BZL_OUTER_CORNER_RADIUS_SCALE / 100; #pragma parameter HSM_BZL_BRIGHTNESS " Brightness - Def 30" 30 0 300 2 float HSM_BZL_BRIGHTNESS = global.HSM_BZL_BRIGHTNESS / 100; #pragma parameter HSM_BZL_HIGHLIGHT " Highlight" 1 0 100 0.2 float HSM_BZL_HIGHLIGHT = global.HSM_BZL_HIGHLIGHT / 100; #pragma parameter HSM_BZL_NOISE " Noise - Def 30" 30 0 100 1 float HSM_BZL_NOISE = global.HSM_BZL_NOISE / 100; #pragma parameter HSM_BZL_INNER_EDGE_SHADOW " Opacity of Shadow from Bezel on Tube" 70 0 200 5 float HSM_BZL_INNER_EDGE_SHADOW = global.HSM_BZL_INNER_EDGE_SHADOW / 100; //--------------------------------------------------------------------------------------------------- // Bezel Color //--------------------------------------------------------------------------------------------------- #pragma parameter HSM_BEZEL_COLOR_TITLE "[ BEZEL COLOR ]:" 0 0 0.01 0.01 #pragma parameter HSM_BZL_COLOR_HUE " Hue" 0 0 360 1 float HSM_BZL_COLOR_HUE = global.HSM_BZL_COLOR_HUE / 360; #pragma parameter HSM_BZL_COLOR_SATURATION " Saturation" 0 0 100 1 float HSM_BZL_COLOR_SATURATION = global.HSM_BZL_COLOR_SATURATION / 100; #pragma parameter HSM_BZL_COLOR_VALUE " Value/Brightness - Def 10" 10 0 100 0.2 float HSM_BZL_COLOR_VALUE = global.HSM_BZL_COLOR_VALUE / 100; #pragma parameter HSM_BZL_AMBIENT_LIGHTING_MULTIPLIER " Bezel Ambient Lighting Multiplier" 100 0 100 1 float HSM_BZL_AMBIENT_LIGHTING_MULTIPLIER = global.HSM_BZL_AMBIENT_LIGHTING_MULTIPLIER / 100; #pragma parameter HSM_BZL_AMBIENT2_LIGHTING_MULTIPLIER " Ambient 2nd Image Lighting Multiplier" 0 0 100 1 float HSM_BZL_AMBIENT2_LIGHTING_MULTIPLIER = global.HSM_BZL_AMBIENT2_LIGHTING_MULTIPLIER / 100; //--------------------------------------------------------------------------------------------------- // Frame Color //--------------------------------------------------------------------------------------------------- #pragma parameter HSM_FRM_COLOR_TITLE "[ FRAME COLOR ]:" 0 0 0.01 0.01 #pragma parameter HSM_FRM_USE_INDEPENDENT_COLOR " Use Independent Frame Color" 0 0 1 1 float HSM_FRM_USE_INDEPENDENT_COLOR = global.HSM_FRM_USE_INDEPENDENT_COLOR; #pragma parameter HSM_FRM_COLOR_HUE " Hue" 0 0 360 1 float HSM_FRM_COLOR_HUE = global.HSM_FRM_COLOR_HUE / 360; #pragma parameter HSM_FRM_COLOR_SATURATION " Saturation" 0 0 100 1 float HSM_FRM_COLOR_SATURATION = global.HSM_FRM_COLOR_SATURATION / 100; #pragma parameter HSM_FRM_COLOR_VALUE " Value/Brightness - Def 10" 10 0 100 0.2 float HSM_FRM_COLOR_VALUE = global.HSM_FRM_COLOR_VALUE / 100; //--------------------------------------------------------------------------------------------------- // FRAME //--------------------------------------------------------------------------------------------------- #pragma parameter HSM_FRAME_TITLE "[ FRAME GENERAL ]:" 0 0 0.01 0.01 #pragma parameter HSM_FRM_OPACITY " Opacity" 100 0 100 5 float HSM_FRM_OPACITY = global.HSM_FRM_OPACITY / 100; // #pragma parameter HSM_FRM_BLEND_MODE " Blend Mode - Off | Normal | Add | Mult" 1 0 3 1 // float HSM_FRM_BLEND_MODE = global.HSM_FRM_BLEND_MODE; float HSM_FRM_BLEND_MODE = 1; #pragma parameter HSM_FRM_TEXTURE_OPACITY " Texture Overlay Opacity (Highlight)" 1.5 0 100 0.1 float HSM_FRM_TEXTURE_OPACITY = global.HSM_FRM_TEXTURE_OPACITY / 100; #pragma parameter HSM_FRM_TEXTURE_BLEND_MODE " Texture Overlay Blend Mode - Off | Normal | Add | Mult" 2 0 3 1 float HSM_FRM_TEXTURE_BLEND_MODE = global.HSM_FRM_TEXTURE_BLEND_MODE; #pragma parameter HSM_FRM_NOISE " Noise - Def 30" 30 0 100 1 float HSM_FRM_NOISE = global.HSM_FRM_NOISE / 100; #pragma parameter HSM_FRM_INNER_EDGE_THICKNESS " Inner Edge Thickness" 100 0 5000 5 float HSM_FRM_INNER_EDGE_THICKNESS = global.HSM_FRM_INNER_EDGE_THICKNESS * 0.00003; #pragma parameter HSM_FRM_THICKNESS " Frame Thickness" 100 0 2000 5 float HSM_FRM_THICKNESS = global.HSM_FRM_THICKNESS * 0.0007; #pragma parameter HSM_FRM_THICKNESS_SCALE_X " Frame Thickness Scale X" 100 0 1000 2 float HSM_FRM_THICKNESS_SCALE_X = global.HSM_FRM_THICKNESS_SCALE_X / 100; #pragma parameter HSM_FRM_OUTER_POS_Y " Frame Outer Pos Y" 0 -100 100 0.05 float HSM_FRM_OUTER_POS_Y = global.HSM_FRM_OUTER_POS_Y / 100; #pragma parameter HSM_FRM_OUTER_CURVATURE_SCALE " Frame Outer Curvature Scale" 0 0 500 5 float HSM_FRM_OUTER_CURVATURE_SCALE = global.HSM_FRM_OUTER_CURVATURE_SCALE / 100; // TODO how this is being used is strange #pragma parameter HSM_FRM_OUTER_CORNER_RADIUS " Outer Corner Radius" 5 0 70 0.05 float HSM_FRM_OUTER_CORNER_RADIUS = global.HSM_FRM_OUTER_CORNER_RADIUS; #pragma parameter HSM_FRM_OUTER_EDGE_THICKNESS " Outer Edge Thickness" 100 0 1000 10 float HSM_FRM_OUTER_EDGE_THICKNESS = global.HSM_FRM_OUTER_EDGE_THICKNESS * 0.00006; #pragma parameter HSM_FRM_OUTER_EDGE_SHADING " Outer Edge Shading" 50 0 100 5 float HSM_FRM_OUTER_EDGE_SHADING = global.HSM_FRM_OUTER_EDGE_SHADING / 100; #pragma parameter HSM_FRM_SHADOW_OPACITY " Shadow Opacity" 100 0 300 1 float HSM_FRM_SHADOW_OPACITY = global.HSM_FRM_SHADOW_OPACITY / 100; #pragma parameter HSM_FRM_SHADOW_WIDTH " Shadow Width" 100 0 500 1 float HSM_FRM_SHADOW_WIDTH = global.HSM_FRM_SHADOW_WIDTH / 1000; #pragma parameter HSM_REFLECT_CORNER_TITLE "[ CORNER CREASE - ALSO CONTROLS REFLECTION]:" 0 0 0.01 0.01 // TODO how this is being used is strange #pragma parameter HSM_REFLECT_CORNER_FADE " Corner Fade" 10 1 100 0.5 float HSM_REFLECT_CORNER_FADE = global.HSM_REFLECT_CORNER_FADE / 100; #pragma parameter HSM_REFLECT_CORNER_FADE_DISTANCE " Corner Fade Distance" 100 1 100 1 float HSM_REFLECT_CORNER_FADE_DISTANCE = global.HSM_REFLECT_CORNER_FADE_DISTANCE / 100; #pragma parameter HSM_REFLECT_CORNER_INNER_SPREAD " Corner Inner Spread" 500 0 1000 10 float HSM_REFLECT_CORNER_INNER_SPREAD = global.HSM_REFLECT_CORNER_INNER_SPREAD / 100; #pragma parameter HSM_REFLECT_CORNER_OUTER_SPREAD " Corner Outer Spread" 160 0 1000 10 float HSM_REFLECT_CORNER_OUTER_SPREAD = global.HSM_REFLECT_CORNER_OUTER_SPREAD / 100; #pragma parameter HSM_REFLECT_CORNER_ROTATION_OFFSET_TOP " Corner Rotation Offset Top" 0 -90 90 0.5 float HSM_REFLECT_CORNER_ROTATION_OFFSET_TOP = global.HSM_REFLECT_CORNER_ROTATION_OFFSET_TOP; #pragma parameter HSM_REFLECT_CORNER_ROTATION_OFFSET_BOTTOM " Corner Rotation Offset Bottom" 0 -90 90 0.5 float HSM_REFLECT_CORNER_ROTATION_OFFSET_BOTTOM = global.HSM_REFLECT_CORNER_ROTATION_OFFSET_BOTTOM; #pragma parameter HSM_REFLECT_CORNER_SPREAD_FALLOFF " Corner Spread Falloff" 100 1 200 1 float HSM_REFLECT_CORNER_SPREAD_FALLOFF = global.HSM_REFLECT_CORNER_SPREAD_FALLOFF;