#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; #include "params.inc" #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 Original; #include "frag_funcs.inc" void main() { vec4 lens = vec4(0.); // Lenz if (bLenzEnable) { const vec3 lfoffset[19] = { vec3(0.9, 0.01, 4), vec3(0.7, 0.25, 25), vec3(0.3, 0.25, 15), vec3(1, 1.0, 5), vec3(-0.15, 20, 1), vec3(-0.3, 20, 1), vec3(6, 6, 6), vec3(7, 7, 7), vec3(8, 8, 8), vec3(9, 9, 9), vec3(0.24, 1, 10), vec3(0.32, 1, 10), vec3(0.4, 1, 10), vec3(0.5, -0.5, 2), vec3(2, 2, -5), vec3(-5, 0.2, 0.2), vec3(20, 0.5, 0), vec3(0.4, 1, 10), vec3(0.00001, 10, 20) }; const vec3 lffactors[19] = { vec3(1.5, 1.5, 0), vec3(0, 1.5, 0), vec3(0, 0, 1.5), vec3(0.2, 0.25, 0), vec3(0.15, 0, 0), vec3(0, 0, 0.15), vec3(1.4, 0, 0), vec3(1, 1, 0), vec3(0, 1, 0), vec3(0, 0, 1.4), vec3(1, 0.3, 0), vec3(1, 1, 0), vec3(0, 2, 4), vec3(0.2, 0.1, 0), vec3(0, 0, 1), vec3(1, 1, 0), vec3(1, 1, 0), vec3(0, 0, 0.2), vec3(0.012,0.313,0.588) }; vec2 lfcoord = vec2(0.); vec3 lenstemp = vec3(0.); vec2 distfact = vTexCoord.xy - 0.5; distfact.x *= params.SourceSize.x / params.SourceSize.y; for (int i = 0; i < 19; i++) { lfcoord.xy = lfoffset[i].x * distfact; lfcoord.xy *= pow(2.0 * length(distfact), lfoffset[i].y * 3.5); lfcoord.xy *= lfoffset[i].z; lfcoord.xy = 0.5 - lfcoord.xy; vec2 tempfact = (lfcoord.xy - 0.5) * 2.; float templensmult = clamp(1.0 - dot(tempfact, tempfact), 0., 1.); vec3 lenstemp1 = vec3(dot(textureLod(BackBuffer, vec2(lfcoord.xy), 1.0).rgb, vec3(0.333))); /* Doesn't exist in RetroArch, so comment it out #if LENZ_DEPTH_CHECK float templensdepth = texture(ReShade::DepthBuffer, lfcoord.xy).x; if (templensdepth < 0.99999) lenstemp1 = 0; #endif */ lenstemp1 = max(vec3(0.), lenstemp1.xyz - vec3(global.fLenzThreshold)); lenstemp1 *= lffactors[i] * templensmult; lenstemp += lenstemp1; } lens.rgb += lenstemp * global.fLenzIntensity; } // Chapman Lens if (bChapFlareEnable) { vec2 sample_vector = (vec2(0.5, 0.5) - vTexCoord.xy) * global.fChapFlareDispersal; vec2 halo_vector = normalize(sample_vector) * global.fChapFlareSize; vec3 chaplens = GetDistortedTex(BackBuffer, vTexCoord.xy + halo_vector, halo_vector, fChapFlareCA * 2.5).rgb; for (int j = 0; j < int(global.iChapFlareCount); ++j) { vec2 foffset = sample_vector * float(j); chaplens += GetDistortedTex(BackBuffer, vTexCoord.xy + foffset, foffset, fChapFlareCA).rgb; } chaplens *= 1.0 / global.iChapFlareCount; lens.xyz += chaplens; } // Godrays if (bGodrayEnable) { const vec2 ScreenLightPos = vec2(0.5, 0.5); vec2 texcoord2 = vTexCoord; vec2 deltaTexCoord = (texcoord2 - ScreenLightPos); deltaTexCoord *= 1.0 / global.iGodraySamples * global.fGodrayDensity; float illuminationDecay = 1.0; for (int g = 0; g < int(global.iGodraySamples); g++) { texcoord2 -= deltaTexCoord;; vec4 sample2 = textureLod(BackBuffer, vec2(texcoord2), 0.); // float sampledepth = textureLod(BackBuffer, vec2(texcoord2), 0.).x; //no depth checking in RA so just comment it out sample2.w = clamp(dot(sample2.xyz, vec3(0.3333)) - global.fGodrayThreshold, 0., 1.); sample2.r *= 1.00; sample2.g *= 0.95; sample2.b *= 0.85; sample2 *= illuminationDecay * global.fGodrayWeight; #if GODRAY_DEPTH_CHECK == 1 if (sampledepth > 0.99999) lens.rgb += sample2.xyz * sample2.w; #else lens.rgb += sample2.xyz * sample2.w; #endif illuminationDecay *= global.fGodrayDecay; } } // Anamorphic flare if (bAnamFlareEnable) { vec3 anamFlare = vec3(0.); const float gaussweight[5] = { 0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162 }; for (int z = -4; z < 5; z++) { anamFlare += GetAnamorphicSample(0, vTexCoord.xy + vec2(0, z * PixelSize.y * 2.), global.fFlareBlur) * fFlareTint * gaussweight[abs(z)]; } lens.xyz += anamFlare * global.fFlareIntensity; } FragColor = lens; }