#version 450 /* This pass simulates the presence of a led strip placed on the back of the virtual screen */ #include "config.inc" #define PastSampler ambi_temporal_passFeedback #define internalness 0.07 //The distance between the screen border and the led strip #define leds_per_strip 8 //How many leds per border #define radius 0.001 //The base radius of the emitted light (tuned by user parameter later) #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out float border_min; layout(location = 2) out float border_max; layout(location = 3) out float fstep; layout(location = 4) out float lod; layout(location = 5) out vec2 vWarp_vexp; layout(location = 6) out vec2 vWarp_arg2; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; border_min=internalness ; border_max=1.0-internalness ; fstep = (border_max - border_min) / (leds_per_strip-1); //Calc a lod for a texture sized led_strip x led_strip lod = log2(global.first_passSize.y / leds_per_strip); //Precalc some Curvature/Warp values: vWarp_vexp = 1.0/ (1 + (vec2(GEOM_WARP_X, GEOM_WARP_Y) * 0.2)) ; vWarp_arg2 = 1.0 - pow(vec2(0.29289321881345247559915563789515), vWarp_vexp ); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in float border_min; layout(location = 2) in float border_max; layout(location = 3) in float fstep; layout(location = 4) in float lod; layout(location = 5) in vec2 vWarp_vexp; layout(location = 6) in vec2 vWarp_arg2; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 1) uniform sampler2D PastSampler; layout(set = 0, binding = 2) uniform sampler2D avglum_pass; layout(set = 0, binding = 3) uniform sampler2D avglum_passFeedback; layout(set = 0, binding = 4) uniform sampler2D first_pass; #include "includes/functions.include.slang" vec3 ambi_push_pass(vec2 coords, float f_lod) { vec3 pixel_out = textureLod(first_pass, coords, f_lod).rgb; pixel_out = apply_fuzzy_main_pass(pixel_out); pixel_out = pixel_push_luminance(pixel_out, AMBI_POWER-1); return pixel_out; } vec3 circle_smooth(vec2 coords, vec2 middle, float f_radius, float FALLOFF, float f_lod) { float fdistance=distance(middle, vec2(coords.x, coords.y)); float circle = (1-smoothstep(f_radius-FALLOFF, f_radius+FALLOFF, fdistance)); vec3 circle_color = ambi_push_pass(middle, f_lod) * circle; return circle_color; } #define tol_start 0.06 //skip tolerance #define tol_end 0.94 //1-tol_start vec3 ambi_pre_pass() { //Scale to the original aspect vec2 coords = get_scaled_coords(vTexCoord, global.FinalViewportSize, is_rotated()); if (DO_GLOBAL_SHZO >0.5) coords = zoom(coords + vec2(-GLOBAL_OFFX, -GLOBAL_OFFY), GLOBAL_ZOOM ); if (DO_BEZEL==1.0) coords = zoomout_coords(coords, -BEZEL_INNER_ZOOM , 1.0); //Skip coords in the rect "under the monitor" FragColor = vec4(0.0); //First consider to skip the curved coords if (DO_CURVATURE == 1.0) { if ((GEOM_WARP_X > 0.0) || (GEOM_WARP_Y > 0.0)) { vec2 coords_curved = Warp_fast(coords, vWarp_vexp, vWarp_arg2); // vec2 coords_curved = Warp(coords, GEOM_WARP_X, GEOM_WARP_Y); if ( ( (coords_curved.x > tol_start && coords_curved.x < 1.0 - tol_start ) && (coords_curved.y > tol_start && coords_curved.y < 1.0 - tol_start) ) && !( (coords.x < - tol_start || coords.x > 1.0 + tol_start) || (coords.y < - tol_start || coords.y > 1.0 + tol_start) ) ) return vec3(0.0); } } //...next, the straight ones (needed even when curvature is due, because it returns particular values in the corners) //skip_pass = skip_pass && !( (coords.x < 0.0 -tol || coords.x > 1.0 +tol) || (coords.y < 0.0 -tol || coords.y > 1.0 +tol) ); if (coords.x > tol_start && coords.x < tol_end && coords.y > tol_start && coords.y < tol_end) return vec3(0.0); //Finally, emulate leds. vec3 pixel_out = vec3(0.0); float middle_x; float middle_y ; middle_x=border_min; for (middle_y=border_min ; middle_y <= border_max+eps ; middle_y=middle_y + fstep ) { pixel_out +=circle_smooth(coords, vec2(middle_x,middle_y), radius, AMBI_FALLOFF, lod); } middle_x=border_max; for (middle_y=border_min ; middle_y <= border_max+eps ; middle_y=middle_y + fstep ) { pixel_out +=circle_smooth(coords, vec2(middle_x,middle_y), radius, AMBI_FALLOFF, lod); } middle_y=border_min; for (middle_x=border_min+fstep ; middle_x <= border_max-fstep+eps ; middle_x=middle_x + fstep ) { pixel_out +=circle_smooth(coords, vec2(middle_x,middle_y), radius, AMBI_FALLOFF, lod); } middle_y=border_max; for (middle_x=border_min+fstep ; middle_x <= border_max-fstep+eps ; middle_x=middle_x + fstep ) { pixel_out +=circle_smooth(coords, vec2(middle_x,middle_y), radius, AMBI_FALLOFF, lod); } return pixel_out; } #define MAX_STEPS AMBI_STEPS float ambi_step(float start, float end, float mystep) { float diff = start-end; if (abs(diff) < mystep) return end; //Does not worth to try to unbranch: if (start >= end) return start - mystep; else return start + mystep; } vec3 ambi_step_rgb(vec3 s,vec3 d, vec3 mystep){ //step fade from s to d return vec3 ( ambi_step(s.r, d.r, mystep.r), ambi_step(s.g, d.g, mystep.g), ambi_step(s.b, d.b, mystep.b) ); } vec4 pixel_ambilight() { vec4 past_pixel_vec4 = texture(PastSampler, vTexCoord); vec3 present_pixel = ambi_pre_pass().rgb; vec3 past_pixel = past_pixel_vec4.rgb; float scene_change_remaining = past_pixel_vec4.a; float past_avg_lum = texture(avglum_passFeedback,vec2(0.25,0.25)).a; float present_avg_lum = texture(avglum_pass ,vec2(0.25,0.25)).a; float diff_avg_lum = abs(past_avg_lum - present_avg_lum); if (diff_avg_lum >= AMBI_SCENE_CHG_THRSHLD) { scene_change_remaining = 1.0; } // Are we changing scene? vec3 mystep; if (scene_change_remaining > 0.0) { mystep = vec3(max(1.0/MAX_STEPS, AMBI_FAST_STEP)); // <- Never slow down fades due to fast step when changing scene scene_change_remaining -= AMBI_FAST_STEP; } else { mystep = abs((past_pixel - present_pixel) / MAX_STEPS); //OK } return vec4(ambi_step_rgb(past_pixel, present_pixel, mystep), scene_change_remaining); } //3.0 makes scene detection not working. #define FRAME_DIVIDER 2.0 void main() { if (DO_AMBILIGHT != 1.0) return; if ( mod(params.FrameCount,FRAME_DIVIDER) != 0.0) { vec4 past_sampler = texture(PastSampler, vTexCoord); past_sampler = max(past_sampler, 0.0); // <- Sanitize input to avoid glitches when enabling the option runtime. FragColor = past_sampler; return; } FragColor = pixel_ambilight(); }