/* 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/]. */ #include "helper-functions.inc" #include "base-functions.inc" #ifndef IS_POTATO_PRESET #include "royale-geometry-functions.inc" #endif float CURVATURE_MODE_OFF = 0; float CURVATURE_MODE_2D = 1; float CURVATURE_MODE_2D_CYLINDER = 2; float CURVATURE_MODE_3D_1 = 3; float CURVATURE_MODE_3D_2 = 4; float CURVATURE_MODE_3D_CYLINDER = 5; float HSM_GetAspectRatioFromMode(float in_aspect_ratio_mode, float in_explicit_aspect) { float out_explicit_aspect = in_explicit_aspect; if (in_aspect_ratio_mode == TEXTURE_ASPECT_MODE_VIEWPORT) out_explicit_aspect = global.OutputSize.x / global.OutputSize.y; if (in_aspect_ratio_mode == TEXTURE_ASPECT_MODE_4_3) out_explicit_aspect = 1.33333; if (in_aspect_ratio_mode == TEXTURE_ASPECT_MODE_3_4) out_explicit_aspect = 0.75; if (in_aspect_ratio_mode == TEXTURE_ASPECT_MODE_16_9) out_explicit_aspect = 1.7777; if (in_aspect_ratio_mode == TEXTURE_ASPECT_MODE_9_16) out_explicit_aspect = 0.5625; return out_explicit_aspect; } vec2 HSM_GetRotatedCoreOriginalSize() { return abs(HSM_ROTATE_CORE_IMAGE) * global.OriginalSize.yx + (1 - abs(HSM_ROTATE_CORE_IMAGE)) * global.OriginalSize.xy; } vec2 HSM_GetDerezedSize() { return global.DerezedPassSize.xy; } vec2 HSM_GetRotatedDerezedSize() { return abs(HSM_ROTATE_CORE_IMAGE) * global.DerezedPassSize.yx + (1 - abs(HSM_ROTATE_CORE_IMAGE)) * global.DerezedPassSize.xy; } // Core Prepped Size is the size after DeRez and adding in the negative crop vec2 HSM_GetNegativeCropAddedSize() { return global.NegativeCropAddedPassSize.xy; } vec2 HSM_GetRotatedNegativeCropAddedSize() { return abs(HSM_ROTATE_CORE_IMAGE) * global.NegativeCropAddedPassSize.yx + (1 - abs(HSM_ROTATE_CORE_IMAGE)) * global.NegativeCropAddedPassSize.xy; } float HSM_GetSwappedScreenIndex(float screen_index) { float out_index = screen_index; if (HSM_DUALSCREEN_CORE_IMAGE_SWAP_SCREENS == 1) { if (screen_index == 1) { out_index = 2; } else { out_index = 1; } } return out_index; } vec2 HSM_RotateCoordinate(vec2 in_coord, float rotation) { if (rotation == 0) return in_coord; float abs_rotation = abs(rotation); vec2 ctr_coord = in_coord - 0.5; ctr_coord = (1 - abs_rotation) * ctr_coord + clamp(abs_rotation, 0, 1) * abs_rotation * vec2(-ctr_coord.y, ctr_coord.x) + abs(clamp(abs_rotation, -1, 0)) * abs_rotation * vec2(ctr_coord.y, -ctr_coord.x); if (rotation < 0) ctr_coord *= -1; return ctr_coord + 0.5; } // Texture Sampler function which takes a coordinate in the cropped coordinate space vec4 HSM_GetTexSampleFromSampleStartAndSize(sampler2D in_sampler, vec2 in_screen_coord, vec2 sample_start_pixel_coord, vec2 window_size) { vec2 core_prepped_size = HSM_GetRotatedNegativeCropAddedSize(); if ( HSM_DUALSCREEN_MODE > 0 ) if (HSM_FLIP_CORE_VERTICAL == -1) in_screen_coord.y = 1 - in_screen_coord.y; // in_screen_coord.y = abs(HSM_FLIP_CORE_VERTICAL) * (1 - in_screen_coord.y) + (1 - abs(HSM_FLIP_CORE_VERTICAL)) * in_screen_coord.y; // in_screen_coord.y = HSM_FLIP_CORE_VERTICAL * (in_screen_coord.y - 0.5) + 0.5; vec2 px_coord = SAMPLE_AREA_START_PIXEL_COORD + in_screen_coord * window_size; vec2 sample_coord = px_coord / core_prepped_size; sample_coord = HSM_RotateCoordinate(sample_coord, HSM_ROTATE_CORE_IMAGE); vec4 out_color = texture(in_sampler, sample_coord); return out_color; } // Applies the position before scaling from the center // Should allow having an image where the center of the tube in the graphic is off center // the position offset moves it so the screen is centered, then the graphic is scaled from the center vec2 HSM_AddPosScaleToCoord(vec2 in_base_coord, vec2 in_pos, vec2 in_scale) { vec2 positioned_coord = in_base_coord + in_pos; vec2 out_coord = HSM_GetInverseScaledCoord(positioned_coord, in_scale); return out_coord; } vec2 GetSimpleImageScaledCoord(vec2 in_viewport_coord, vec2 in_viewport_unscaled_coord, vec2 in_tube_coord, vec2 in_tube_scale, in sampler2D in_sampler, vec2 in_pos, float in_inherit_pos, vec2 in_scale, float in_scale_inherit_mode, float in_keep_aspect, float in_mirror_horz, float in_rotate ) { float output_aspect = global.FinalViewportSize.x / global.FinalViewportSize.y; vec2 coord_ctr = vec2(1); if (in_scale_inherit_mode == 0) coord_ctr = in_viewport_unscaled_coord - 0.5; if (in_scale_inherit_mode == 1) coord_ctr = in_viewport_coord - 0.5; if (in_scale_inherit_mode == 2) { if (in_inherit_pos < 0.5 || HSM_DUALSCREEN_MODE > 0.5) coord_ctr = (in_viewport_coord - 0.5) / in_tube_scale * vec2((in_tube_scale.x / in_tube_scale.y), 1) * DEFAULT_SCREEN_HEIGHT; //in_tube_scale.y / (in_tube_scale.y / DEFAULT_SCREEN_HEIGHT); else coord_ctr = (in_tube_coord - 0.5) * vec2((in_tube_scale.x / in_tube_scale.y), 1) * DEFAULT_SCREEN_HEIGHT; // / vec2( 1 / (in_tube_scale.x / in_tube_scale.y), 1); // If it's dual screen is on, then the screens are at least half the size, // so scale up the image so it covers the whole viewport by default if (HSM_DUALSCREEN_MODE > 0.5) coord_ctr *= 0.5; } coord_ctr.x = in_mirror_horz == 1 ? -1 * coord_ctr.x : coord_ctr.x; in_viewport_coord = HSM_RotateCoordinate(in_viewport_coord, in_rotate); vec2 tex_size = textureSize(in_sampler, 0); float tex_aspect = in_rotate == 1 ? tex_size.y / tex_size.x : tex_size.x / tex_size.y; coord_ctr.x *= in_keep_aspect == 1 ? output_aspect / tex_aspect : 1; coord_ctr /= in_rotate > 0.5 ? global.FinalViewportSize.x / global.FinalViewportSize.y : 1; if (in_rotate > 0.5) { coord_ctr = vec2(-coord_ctr.y, -coord_ctr.x); } return HSM_AddPosScaleToCoord(coord_ctr + 0.5, in_pos, in_scale); } vec2 HSM_GetScreenPositionOffset(vec2 placement_image_pos, vec2 screen_scale, float screen_index ) { float output_aspect = global.FinalViewportSize.x / global.FinalViewportSize.y; // If we are not using the image placement then get its offset from the center placement_image_pos = HSM_USE_IMAGE_FOR_PLACEMENT == 1 && screen_index == 1 ? placement_image_pos : vec2(0.5); vec2 pos_offset = screen_index == 1 ? vec2(HSM_SCREEN_POSITION_X / output_aspect, HSM_SCREEN_POSITION_Y) + (placement_image_pos - 0.5) : vec2(HSM_2ND_SCREEN_POS_X / output_aspect, HSM_2ND_SCREEN_POS_Y); float split_offset_multiplier = screen_index == 1 ? -1 : 1; if (HSM_DUALSCREEN_MODE == 1) { if (HSM_DUALSCREEN_SHIFT_POSITION_WITH_SCALE == 1) pos_offset.y += HSM_DUALSCREEN_VIEWPORT_SPLIT_LOCATION + split_offset_multiplier * screen_scale.y * 1.17 / 2; else pos_offset.y += split_offset_multiplier * 0.25; pos_offset.y += split_offset_multiplier * HSM_DUALSCREEN_POSITION_OFFSET_BETWEEN_SCREENS; } if (HSM_DUALSCREEN_MODE == 2) { if (HSM_DUALSCREEN_SHIFT_POSITION_WITH_SCALE == 1) pos_offset.x += HSM_DUALSCREEN_VIEWPORT_SPLIT_LOCATION / output_aspect + split_offset_multiplier * screen_scale.x * 1.17 / 2; else pos_offset.x += split_offset_multiplier * 0.25 / output_aspect; pos_offset.x += split_offset_multiplier * HSM_DUALSCREEN_POSITION_OFFSET_BETWEEN_SCREENS / output_aspect; } return pos_offset; } float HSM_GetAverageLuma(sampler2D Source, vec2 SourceSize) { //////// Calculate Average Luminance ////////// float m = max(log2(global.SourceSize.x), log2(global.SourceSize.y)); m = max(m - 1.0, 1.0); float luma_total = 0.0; float num_samples = 5; float sample_dist = 1 / (num_samples - 1); vec4 tex_sample = vec4(0); for (float i = 0; i <= num_samples; i++) { for (float j = 0; j <= num_samples; j++) { tex_sample = textureLod(Source, vec2(sample_dist * i, sample_dist * j), m); luma_total += max(0.0, (tex_sample.r + tex_sample.g + tex_sample.g) / 3); // luma_total += max(0.0, length(tex_sample.rgb)); } } luma_total = pow(0.577350269 * luma_total / (num_samples * num_samples), 0.6); return luma_total; } vec3 HSM_GetScreenPlacementAndHeight(sampler2D in_sampler_2D, float num_samples) { if (HSM_USE_IMAGE_FOR_PLACEMENT == 1) { float screen_top_y_pos = 1; float screen_bottom_y_pos = 0; for (int i=0; i < num_samples; i++) { float y_pos = i * 1 / num_samples; vec4 sample_color = texture(in_sampler_2D, vec2(0.5, y_pos)); float test_value = 0; if (HSM_PLACEMENT_IMAGE_MODE > 0) test_value = (sample_color.r + sample_color.b + sample_color.g) / 3; else test_value = 1 - sample_color.a; if (test_value > 0.5) { screen_top_y_pos = min(screen_top_y_pos, y_pos); screen_bottom_y_pos = max(screen_bottom_y_pos, y_pos); } } float screen_left_x_pos = 0.75; float screen_right_x_pos = 0.25; if (HSM_PLACEMENT_IMAGE_USE_HORIZONTAL == 1) for (int i=0; i < num_samples; i++) { float x_pos = 0.25 + i * 0.5 / num_samples; vec4 sample_color = texture(in_sampler_2D, vec2(x_pos, 0.5)); float test_value = 0; if (HSM_PLACEMENT_IMAGE_MODE == 1) test_value = (sample_color.r + sample_color.b + sample_color.g) / 3; else test_value = 1 - sample_color.a; if (test_value > 0.5) { screen_left_x_pos = min(screen_left_x_pos, x_pos); screen_right_x_pos = max(screen_right_x_pos, x_pos); } } return vec3((screen_left_x_pos + screen_right_x_pos) / 2, (screen_top_y_pos + screen_bottom_y_pos) / 2, screen_bottom_y_pos - screen_top_y_pos); } else return vec3(0.5, 0.5, 1); } vec2 HSM_GetScreenVTexCoord(vec2 in_coord, vec2 in_screen_scale, vec2 position_offset) { return HSM_GetVTexCoordWithArgs(in_coord, in_screen_scale, position_offset); } vec2 HSM_GetCurvatureValues(float screen_aspect) { vec2 curvature_values = screen_aspect < 1 ? vec2(2 * HSM_CURVATURE_2D_SCALE_SHORT_AXIS * 2 / 100, HSM_CURVATURE_2D_SCALE_LONG_AXIS * 3 / 100) : vec2(HSM_CURVATURE_2D_SCALE_LONG_AXIS * 3 / 100, 2 * HSM_CURVATURE_2D_SCALE_SHORT_AXIS * 2 / 100); return curvature_values; } // CRT Geom Curvature #define FIX(c) max(abs(c), 1e-5) float intersect(vec2 in_coord , vec2 sinangle, vec2 cosangle, float in_radius, float in_distance) { float A = dot(in_coord, in_coord) + in_distance.x * in_distance.x; float B = 2.0 * (in_radius * (dot(in_coord, sinangle) - in_distance.x * cosangle.x * cosangle.y) - in_distance.x * in_distance.x); float C = in_distance.x * in_distance.x + 2.0 * in_radius * in_distance.x * cosangle.x * cosangle.y; return (-B-sqrt(B * B - 4.0 * A * C)) / (2.0 * A); } vec2 bkwtrans(vec2 in_coord, vec2 sinangle, vec2 cosangle, float in_radius, float in_distance) { float c = intersect(in_coord, sinangle, cosangle, in_radius, in_distance); vec2 pt = vec2(c) * in_coord; pt -= vec2(-in_radius) * sinangle; pt /= vec2(in_radius); vec2 tang = sinangle / cosangle; vec2 poc = pt / cosangle; float A = dot(tang, tang) + 1.0; float B = -2.0 * dot(poc, tang); float C = dot(poc,poc)-1.0; float a = (-B + sqrt(B * B - 4.0 * A * C)) / (2.0 * A); vec2 uv = (pt - a * sinangle) / cosangle; float r = FIX(in_radius * acos(a)); return uv * r / sin(r / in_radius); } vec2 fwtrans(vec2 uv, vec2 sinangle, vec2 cosangle, float in_radius, float in_distance) { float r = FIX(sqrt(dot(uv,uv))); uv *= sin(r/in_radius)/r; float x = 1.0-cos(r/in_radius); float D = in_distance/in_radius + x*cosangle.x*cosangle.y+dot(uv,sinangle); return in_distance*(uv*cosangle-x*sinangle)/D; } vec3 maxscale(vec2 sinangle, vec2 cosangle, float in_radius, float in_distance, float in_aspect) { vec2 aspect_vec2 = vec2(1, 1/in_aspect); vec2 c = bkwtrans(-in_radius * sinangle / (1.0 + in_radius/in_distance*cosangle.x*cosangle.y), sinangle, cosangle, in_radius, in_distance); vec2 a = vec2(0.5,0.5)*aspect_vec2.xy; vec2 lo = vec2( fwtrans(vec2(-a.x,c.y), sinangle, cosangle, in_radius, in_distance).x, fwtrans(vec2(c.x,-a.y), sinangle, cosangle, in_radius, in_distance).y)/aspect_vec2.xy; vec2 hi = vec2( fwtrans(vec2(+a.x,c.y), sinangle, cosangle, in_radius, in_distance).x, fwtrans(vec2(c.x,+a.y), sinangle, cosangle, in_radius, in_distance).y)/aspect_vec2.xy; return vec3((hi+lo)*aspect_vec2.xy*0.5,max(hi.x-lo.x,hi.y-lo.y)); } vec2 transform(vec2 coord, vec3 stretch, vec2 sinangle, vec2 cosangle, float in_radius, float in_distance, vec2 aspect) { coord = (coord-vec2(0.5))*aspect.xy*stretch.z+stretch.xy; return (bkwtrans(coord, sinangle, cosangle, in_radius, in_distance)/aspect.xy+vec2(0.5)); } // TODO need to rescale so the screen does not shrink vec2 HSM_GetGeomCurvedCoord(vec2 in_coord, float tilt_x, float tilt_y, float in_radius, float in_distance, float in_aspect) { //default radius = 3.5 //default distance = 2 in_distance *= 1.4; vec2 ang = vec2(tilt_x, tilt_y); vec2 v_sinangle = sin(ang); vec2 v_cosangle = cos(ang); vec3 v_stretch = maxscale(v_sinangle, v_cosangle, in_radius, in_distance, in_aspect); vec2 aspect_vec2 = vec2(1, 1/in_aspect); vec2 curved_coord = transform(in_coord, v_stretch, v_sinangle, v_cosangle, in_radius, in_distance, aspect_vec2); return curved_coord; } vec2 HSM_GetGeomCurvedCoordRetainWidth(vec2 in_coord, float tilt_x, float tilt_y, float in_radius, float in_distance, float in_aspect) { vec2 ctr_curved_coord = HSM_GetGeomCurvedCoord(in_coord, tilt_x, tilt_y, in_radius, in_distance, in_aspect) - 0.5; vec2 right_edge_curved_ctr_coord = HSM_GetGeomCurvedCoord(vec2(1, 0.5), tilt_x, tilt_y, in_radius, in_distance, in_aspect) - 0.5; ctr_curved_coord.x = ctr_curved_coord.x * 0.5 / right_edge_curved_ctr_coord.x; return ctr_curved_coord + 0.5; } /* vec2 HSM_GetGuestCurvedCoord(vec2 in_coord, vec2 in_curvature, float in_curvature_shape) { vec2 pos = in_coord; float warpX = in_curvature.x; float warpY = in_curvature.y; float c_shape = in_curvature_shape; pos = pos*2.0-1.0; pos = mix(pos, vec2(pos.x*inversesqrt(1.0-c_shape*pos.y*pos.y), pos.y*inversesqrt(1.0-c_shape*pos.x*pos.x)), vec2(warpX, warpY)/c_shape); return pos*0.5 + 0.5; } */ /* vec2 HSM_GetTorridGristleCurvedCoord(vec2 in_coord, vec2 in_curvature){ // default curvature is vec2(0.031, 0.041 vec2 Distortion = in_curvature * 15;// * vec2(0.031, 0.041); vec2 curvedCoords = in_coord * 2.0 - 1.0; float curvedCoordsDistance = sqrt(curvedCoords.x*curvedCoords.x+curvedCoords.y*curvedCoords.y); curvedCoords = curvedCoords / curvedCoordsDistance; curvedCoords = curvedCoords * (1.0-pow(vec2(1.0-(curvedCoordsDistance/1.4142135623730950488016887242097)),(1.0/(1.0+Distortion*0.2)))); curvedCoords = curvedCoords / (1.0-pow(vec2(0.29289321881345247559915563789515),(1.0/(vec2(1.0)+Distortion*0.2)))); curvedCoords = curvedCoords * 0.5 + 0.5; return curvedCoords; } */ vec2 HSM_GetCrtPiCurvedCoord(vec2 in_coord, vec2 in_curvature) { // Barrel distortion shrinks the display area a bit, this will allow us to counteract that. in_curvature *= 5; vec2 barrelScale = 1.0 - (0.23 * in_curvature); in_coord -= vec2(0.5); float rsq = in_coord.x * in_coord.x + (HSM_CURVATURE_MODE == 2 ? 0 : in_coord.y * in_coord.y); in_coord += in_coord * (in_curvature * rsq); in_coord *= barrelScale; in_coord += vec2(0.5); return in_coord; } vec2 HSM_Get2DCurvedCoord(vec2 in_coord, vec2 curvature_values) { vec2 ctr_curved_coord = vec2(0) ; ctr_curved_coord = HSM_GetCrtPiCurvedCoord(in_coord, curvature_values) - 0.5; vec2 right_edge_curved_ctr_coord = HSM_GetCrtPiCurvedCoord(vec2(1, 0.5), curvature_values) - 0.5; ctr_curved_coord.x = ctr_curved_coord.x * 0.5 / right_edge_curved_ctr_coord.x; vec2 bottom_edge_curved_ctr_coord = HSM_GetCrtPiCurvedCoord(vec2(0.5, 1), curvature_values) - 0.5; ctr_curved_coord.y = ctr_curved_coord.y * 0.5 / bottom_edge_curved_ctr_coord.y; return ctr_curved_coord + 0.5; } vec2 HSM_GetCurvedCoord(vec2 in_coord, float curvature_multiplier, float screen_aspect) { if (HSM_CURVATURE_MODE == CURVATURE_MODE_OFF) return in_coord; float epsilon = 0.002; vec2 adjusted_coord = in_coord; float tilt_angle_y = HSM_CURVATURE_3D_TILT_ANGLE_Y; float tilt_angle_x = HSM_CURVATURE_3D_TILT_ANGLE_X; float pin_inner_edge = 0; vec2 curved_coord = vec2(0); #ifndef IS_POTATO_PRESET if (HSM_CURVATURE_MODE > CURVATURE_MODE_2D_CYLINDER) { if (HSM_USE_GEOM > 0.5) curved_coord = HSM_GetGeomCurvedCoordRetainWidth(in_coord, HSM_CURVATURE_3D_TILT_ANGLE_X, HSM_CURVATURE_3D_TILT_ANGLE_Y, HSM_CURVATURE_3D_RADIUS, HSM_CURVATURE_3D_VIEW_DIST, screen_aspect); else { float geom_radius_with_mult = HSM_CURVATURE_3D_RADIUS; // Adjust curvature so 3D mode 1 looks similar to 3D mode 2 if (HSM_CURVATURE_MODE == CURVATURE_MODE_3D_1) geom_radius_with_mult -= 0.40; if (HSM_CURVATURE_MODE == CURVATURE_MODE_3D_CYLINDER) geom_radius_with_mult -= 1; geom_radius_with_mult *= (1 / (curvature_multiplier + epsilon)); mat2x2 pixel_to_video_uv; float geom_mode = HSM_CURVATURE_MODE - 2; curved_coord = HRG_GetGeomCurvedCoord( adjusted_coord, geom_mode, geom_radius_with_mult, HSM_CURVATURE_3D_VIEW_DIST, tilt_angle_x, tilt_angle_y, screen_aspect, pin_inner_edge, global.SourceSize.xy, global.OutputSize.xy, pixel_to_video_uv); } } else { vec2 curvature_values = curvature_multiplier * HSM_GetCurvatureValues(screen_aspect); curved_coord = HSM_Get2DCurvedCoord(adjusted_coord, curvature_values); } #endif #ifdef IS_POTATO_PRESET vec2 curvature_values = curvature_multiplier * HSM_GetCurvatureValues(screen_aspect); curved_coord = HSM_Get2DCurvedCoord(adjusted_coord, curvature_values); #endif return curved_coord; } vec2 HSM_GetCRTShaderCurvedCoord(vec2 in_coord) { vec2 out_coord = HSM_GetCurvedCoord(in_coord, 1, SCREEN_ASPECT); if (HHLP_IsOutsideCoordSpace(out_coord)) { vec2 tube_scale_ratio = TUBE_SCALE / SCREEN_SCALE; out_coord = (out_coord - 0.5) / tube_scale_ratio + 0.5; } else if (HSM_CRT_CURVATURE_SCALE < 100) out_coord = HSM_GetCurvedCoord(in_coord, HSM_CRT_CURVATURE_SCALE, SCREEN_ASPECT); return out_coord; } vec2 HSM_GetMirrorWrappedCoord(vec2 in_coord) { vec2 ctr_coord = in_coord - 0.5; if (abs(ctr_coord.x) > 0.5 || abs(ctr_coord.y) > 0.5 ) in_coord = ctr_coord / HSM_SCREEN_REFLECTION_SCALE + 0.5 + vec2(HSM_SCREEN_REFLECTION_POS_X, HSM_SCREEN_REFLECTION_POS_Y); in_coord = mod(in_coord, 2); vec2 ctr_mirror_coord = in_coord - 0.5; float mirror_x = clamp(clamp(abs(ctr_mirror_coord.x) - 0.5, 0, 1) * 100000, 0, 1); float mirror_y = clamp(clamp(abs(ctr_mirror_coord.y) - 0.5, 0, 1) * 100000, 0, 1); ctr_mirror_coord.x = ctr_mirror_coord.x - mirror_x * 2 * sign(ctr_mirror_coord.x) * (abs(ctr_mirror_coord.x) - 0.5); ctr_mirror_coord.y = ctr_mirror_coord.y - mirror_y * 2 * sign(ctr_mirror_coord.y) * (abs(ctr_mirror_coord.y) - 0.5); return ctr_mirror_coord + 0.5; } vec2 HSM_GetMirrorWrapCoord(vec2 in_coord) { vec2 ctr_coord = in_coord - 0.5; vec2 ctr_mirror_coord = vec2(0,0); float x_is_outside = clamp((clamp(abs(ctr_coord.x), 0.5, 1) - 0.5) * 100000, 0, 1); ctr_mirror_coord.x = (1 - x_is_outside) * ctr_coord.x + x_is_outside * (ctr_coord.x - 2 * sign(ctr_coord.x) * (abs(ctr_coord.x) - 0.5)); float y_is_outside = clamp((clamp(abs(ctr_coord.y), 0.5, 1) - 0.5) * 100000, 0, 1); ctr_mirror_coord.y = (1 - y_is_outside) * ctr_coord.y + y_is_outside * (ctr_coord.y - 2 * sign(ctr_coord.y) * (abs(ctr_coord.y) - 0.5)); return ctr_mirror_coord + 0.5; } // Borrowed from cgwg's crt-geom, under GPL float HSM_GetCornerMask(vec2 in_coord, float screen_aspect, float corner_radius, float edge_sharpness) // returns 0.0 - 1.0 value used for masking the corner so it looks round { //(0.5 - abs(in_coord - 0.5)) * 2 vec2 new_coord = min(in_coord, vec2(1.0) - in_coord) * vec2(screen_aspect, 1); vec2 corner_distance = vec2(max(corner_radius / 1000.0, (1.0 - edge_sharpness) * 0.01)); new_coord = (corner_distance - min(new_coord, corner_distance)); float distance = sqrt(dot(new_coord, new_coord)); return clamp((corner_distance.x - distance) * (edge_sharpness * 500 + 100), 0.0, 1.0); } // Guest improved corner mask, to integrate // sborder is border intensity // float corner(vec2 pos) { // vec2 b = vec2(bsize1, bsize1) * vec2(1.0, OutputSize.x/OutputSize.y) * 0.05; // pos = clamp(pos, 0.0, 1.0); // pos = abs(2.0*(pos - 0.5)); // float csize1 = mix(400.0, 7.0, pow(4.0*csize, 0.10)); // float crn = dot(pow(pos, csize1.xx), vec2(1.0, OutputSize.y/OutputSize.x)); // crn = (csize == 0.0) ? max(pos.x, pos.y) : pow(crn, 1.0/csize1); // pos = max(pos, crn); // vec2 res = (bsize1 == 0.0) ? 1.0.xx : mix(0.0.xx, 1.0.xx, smoothstep(1.0.xx, 1.0.xx-b, sqrt(pos))); // res = pow(res, sborder.xx); // return sqrt(res.x*res.y); // } vec2 HSM_GetTubeCurvedCoord(vec2 screen_coord, float curvature_scale, vec2 screen_scale, vec2 tube_scale, float screen_aspect, float apply_black_edge_offset) { vec2 black_edge_scale_offset = tube_scale / screen_scale; // Get the curved coordinate vec2 tube_curved_coord = vec2(0.5, 0.5); if (HSM_BZL_USE_INDEPENDENT_CURVATURE == 1) { vec2 curvature_values = screen_aspect < 1 ? vec2(2 * HSM_BZL_INDEPENDENT_CURVATURE_SCALE_SHORT_AXIS * 2 / 100, HSM_BZL_INDEPENDENT_CURVATURE_SCALE_LONG_AXIS * 3 / 100) : vec2(HSM_BZL_INDEPENDENT_CURVATURE_SCALE_LONG_AXIS * 3 / 100, 2 * HSM_BZL_INDEPENDENT_CURVATURE_SCALE_SHORT_AXIS * 2 / 100); curvature_values *= curvature_scale * HSM_BZL_INNER_CURVATURE_SCALE; tube_curved_coord = HSM_Get2DCurvedCoord(screen_coord, curvature_values); } else { tube_curved_coord = HSM_GetCurvedCoord(screen_coord, curvature_scale * HSM_BZL_INNER_CURVATURE_SCALE, screen_aspect); } if (apply_black_edge_offset == 1) tube_curved_coord = HSM_GetInverseScaledCoord(tube_curved_coord, black_edge_scale_offset); return tube_curved_coord; } /* Light Illumination vec3 evaluateLight(in vec3 pos) { vec3 lightPos = LPOS; vec3 lightCol = LCOL; vec3 L = lightPos-pos; return lightCol * 1.0/dot(L,L); } vec3 evaluateLight(in vec3 pos, in vec3 normal) { vec3 lightPos = LPOS; vec3 L = lightPos-pos; float distanceToL = length(L); vec3 Lnorm = L/distanceToL; return max(0.0,dot(normal,Lnorm)) * evaluateLight(pos); } */ float HSM_rand(inout float r) { r = fract(3712.65 * r + 0.61432); return (r - 0.5) * 2.0; } vec4 HSM_GetStoichaicBlurredSample(sampler2D in_sampler, vec2 in_coord, float num_samples, float max_blur_size, float blur_ratio) { if (num_samples < 1) return texture(in_sampler, in_coord); // Common value for max_blur_size is about 40 float p = blur_ratio * max_blur_size / global.SourceSize.y; vec4 blurred_color = vec4(0.0); // srand float radius = sin(dot(in_coord, vec2(1233.224, 1743.335))); vec2 radius_vector; vec2 sample_coord = vec2(0); // The following are all unrolled otherwise they won't compile in D3D11 if (num_samples < 1.5) { radius_vector.x = HSM_rand(radius); radius_vector.y = HSM_rand(radius); sample_coord = in_coord + radius_vector * p; blurred_color += texture(in_sampler, abs(sample_coord)) / 1; } if (num_samples < 2.5) { radius_vector.x = HSM_rand(radius); radius_vector.y = HSM_rand(radius); sample_coord = in_coord + radius_vector * p; blurred_color += texture(in_sampler, abs(sample_coord)) / 2; radius_vector.x = HSM_rand(radius); radius_vector.y = HSM_rand(radius); sample_coord = in_coord + radius_vector * p; blurred_color += texture(in_sampler, abs(sample_coord)) / 2; } if (num_samples > 2.5) { radius_vector.x = HSM_rand(radius); radius_vector.y = HSM_rand(radius); sample_coord = in_coord + radius_vector * p; blurred_color += texture(in_sampler, abs(sample_coord)) / 12; radius_vector.x = HSM_rand(radius); radius_vector.y = HSM_rand(radius); sample_coord = in_coord + radius_vector * p; blurred_color += texture(in_sampler, abs(sample_coord)) / 12; radius_vector.x = HSM_rand(radius); radius_vector.y = HSM_rand(radius); sample_coord = in_coord + radius_vector * p; blurred_color += texture(in_sampler, abs(sample_coord)) / 12; radius_vector.x = HSM_rand(radius); radius_vector.y = HSM_rand(radius); sample_coord = in_coord + radius_vector * p; blurred_color += texture(in_sampler, abs(sample_coord)) / 12; radius_vector.x = HSM_rand(radius); radius_vector.y = HSM_rand(radius); sample_coord = in_coord + radius_vector * p; blurred_color += texture(in_sampler, abs(sample_coord)) / 12; radius_vector.x = HSM_rand(radius); radius_vector.y = HSM_rand(radius); sample_coord = in_coord + radius_vector * p; blurred_color += texture(in_sampler, abs(sample_coord)) / 12; radius_vector.x = HSM_rand(radius); radius_vector.y = HSM_rand(radius); sample_coord = in_coord + radius_vector * p; blurred_color += texture(in_sampler, abs(sample_coord)) / 12; radius_vector.x = HSM_rand(radius); radius_vector.y = HSM_rand(radius); sample_coord = in_coord + radius_vector * p; blurred_color += texture(in_sampler, abs(sample_coord)) / 12; radius_vector.x = HSM_rand(radius); radius_vector.y = HSM_rand(radius); sample_coord = in_coord + radius_vector * p; blurred_color += texture(in_sampler, abs(sample_coord)) / 12; radius_vector.x = HSM_rand(radius); radius_vector.y = HSM_rand(radius); sample_coord = in_coord + radius_vector * p; blurred_color += texture(in_sampler, abs(sample_coord)) / 12; radius_vector.x = HSM_rand(radius); radius_vector.y = HSM_rand(radius); sample_coord = in_coord + radius_vector * p; blurred_color += texture(in_sampler, abs(sample_coord)) / 12; radius_vector.x = HSM_rand(radius); radius_vector.y = HSM_rand(radius); sample_coord = in_coord + radius_vector * p; blurred_color += texture(in_sampler, abs(sample_coord)) / 12; } return blurred_color; } bool HSM_GetIsInABCompareArea(vec2 viewport_coord) { float test_value = HSM_AB_COMPARE_AREA > 1.5 ? viewport_coord.y : viewport_coord.x; float position = mod(HSM_AB_COMPARE_AREA, 2) == 1 ? (1 - HSM_AB_COMPARE_SPLIT_POSITION) : HSM_AB_COMPARE_SPLIT_POSITION; return mod(HSM_AB_COMPARE_AREA, 2) == 0 && test_value < position || mod(HSM_AB_COMPARE_AREA, 2) == 1 && test_value > position; } vec4 HSM_GetMipmappedTexSample(sampler2D in_sampler, vec2 in_coord, vec2 in_scale, float in_blend_bias) { vec2 tex_size = textureSize(in_sampler, 0); vec2 scaled_tex_size = in_scale * global.FinalViewportSize.xy; float mipmap_lod = log2(tex_size.y / scaled_tex_size.y); return textureLod(in_sampler, in_coord, mipmap_lod + in_blend_bias); } // Texture Sampler function which takes a coordinate in the cropped coordinate space vec4 HSM_GetCroppedTexSample(sampler2D in_sampler, vec2 in_screen_coord) { return HSM_GetTexSampleFromSampleStartAndSize(in_sampler, in_screen_coord, SAMPLE_AREA_START_PIXEL_COORD, CROPPED_ROTATED_SIZE); } float HSM_GetVignetteFactor(vec2 coord, float amount, float size) { float orig_mamehlsl_amount = amount; vec2 ctr_coord = coord - 0.5; float vignette_length = length(ctr_coord * vec2(0.5 / size * global.OutputSize.x/global.OutputSize.y + 0.5, 1)); float vignette_blur = (orig_mamehlsl_amount * 0.75) + 0.25; // 0.5 full screen fitting circle float vignette_radius = 1.0 - (orig_mamehlsl_amount * 0.25); float vignette = smoothstep(vignette_radius, vignette_radius - vignette_blur, vignette_length); float vignette_multiplier = smoothstep(0, 0.05, amount); return 1 - vignette_multiplier + vignette * vignette_multiplier; } float HSM_GetScreenVignetteFactor(vec2 in_coord) { vec2 vpos = HSM_GetMirrorWrappedCoord(in_coord); vpos = (vpos - 0.5) / 1.01 + 0.5; vpos *= 1.0 - vpos.xy; float vig = vpos.x * vpos.y * HSM_SCREEN_VIGNETTE_STRENGTH; vig = min(pow(vig, HSM_SCREEN_VIGNETTE_POWER), 1.0); return vig; } bool HSM_GetUseOnCurrentScreenIndex(float dual_screen_vis_mode) { return dual_screen_vis_mode == SHOW_ON_DUALSCREEN_MODE_BOTH || dual_screen_vis_mode == SCREEN_INDEX; } bool HSM_GetUseScreenVignette() { return HSM_SCREEN_VIGNETTE_ON > 0.5 && HSM_GetUseOnCurrentScreenIndex(HSM_SCREEN_VIGNETTE_DUALSCREEN_VIS_MODE); } vec4 HSM_GetNightLightingMultiplyColor( vec2 in_coord, float hue, float saturation, float value, float contrast, float global_ambient_opacity, in sampler2D NightLightingImage ) { vec4 lighting_image = vec4(0); // if (HSM_AMBIENT1_DITHERING_SAMPLES > 0.5) // { // // Dithering if needed to reduce banding // float blur_max_size = 1; // float blur_amount = 0.2; // lighting_image = HSM_GetStoichaicBlurredSample(NightLightingImage, in_coord.xy, HSM_AMBIENT1_DITHERING_SAMPLES, blur_max_size, blur_amount); // } // else lighting_image = HSM_GetMipmappedTexSample(NightLightingImage, in_coord.xy, vec2(1), 0); lighting_image = HSM_Linearize(lighting_image, DEFAULT_SRGB_GAMMA); lighting_image = contrast * (lighting_image - 0.5) + 0.5; // Do HSV alterations on the night lighting image if (hue != 0 || saturation != 1 || value != 1) { vec3 night_lighting_image_hsv = HSM_RGBtoHSV(lighting_image.rgb); night_lighting_image_hsv.x += hue; night_lighting_image_hsv.y *= saturation; night_lighting_image_hsv.z *= value; lighting_image = vec4(HSM_HSVtoRGB(night_lighting_image_hsv), lighting_image.a); } lighting_image.rgb = mix( vec3(1), lighting_image.rgb, global_ambient_opacity ); return lighting_image; } bool HSM_Fill_Ambient_Images(vec2 in_viewport_coord, vec2 in_viewport_unscaled_coord, vec2 in_tube_coord, vec2 in_tube_scale, float in_swap_images, in sampler2D in_ambient_sampler, in sampler2D in_ambient2_sampler, inout vec4 ambient_lighting_image, inout vec4 ambient2_lighting_image) { ambient_lighting_image = vec4(1); ambient2_lighting_image = vec4(1); if (HSM_AMBIENT1_OPACITY > 0) { float ambient1_scale = HSM_AMBIENT1_SCALE; if (HSM_AMBIENT1_SCALE_INHERIT_MODE == 1 && HSM_AMBIENT1_SCALE * HSM_VIEWPORT_ZOOM < 1) ambient1_scale = 1 / HSM_VIEWPORT_ZOOM; vec2 lighting_coord = GetSimpleImageScaledCoord(in_viewport_coord, in_viewport_unscaled_coord, in_tube_coord, in_tube_scale, in_ambient_sampler, vec2(HSM_AMBIENT1_POSITION_X, HSM_AMBIENT1_POSITION_Y), HSM_AMBIENT1_POS_INHERIT_MODE, vec2(ambient1_scale * HSM_AMBIENT1_SCALE_X, ambient1_scale), HSM_AMBIENT1_SCALE_INHERIT_MODE, HSM_AMBIENT1_SCALE_KEEP_ASPECT, HSM_AMBIENT1_MIRROR_HORZ, HSM_AMBIENT1_ROTATE ); ambient_lighting_image = HSM_GetNightLightingMultiplyColor( lighting_coord, HSM_AMBIENT1_HUE, HSM_AMBIENT1_SATURATION, HSM_AMBIENT1_VALUE, HSM_AMBIENT1_CONTRAST, HSM_AMBIENT1_OPACITY, in_ambient_sampler ); } if (HSM_AMBIENT2_OPACITY > 0) { float ambient2_scale = HSM_AMBIENT2_SCALE; if (HSM_AMBIENT2_SCALE_INHERIT_MODE == 1 && HSM_AMBIENT2_SCALE * HSM_VIEWPORT_ZOOM < 1) ambient2_scale = 1 / HSM_VIEWPORT_ZOOM; vec2 lighting2_coord = GetSimpleImageScaledCoord(in_viewport_coord, in_viewport_unscaled_coord, in_tube_coord, in_tube_scale, in_ambient2_sampler, vec2(HSM_AMBIENT2_POSITION_X, HSM_AMBIENT2_POSITION_Y), HSM_AMBIENT2_POS_INHERIT_MODE, vec2(ambient2_scale * HSM_AMBIENT2_SCALE_X, ambient2_scale), HSM_AMBIENT2_SCALE_INHERIT_MODE, HSM_AMBIENT2_SCALE_KEEP_ASPECT, HSM_AMBIENT2_MIRROR_HORZ, HSM_AMBIENT2_ROTATE ); ambient2_lighting_image = HSM_GetNightLightingMultiplyColor( lighting2_coord, HSM_AMBIENT2_HUE, HSM_AMBIENT2_SATURATION, HSM_AMBIENT2_VALUE, HSM_AMBIENT2_CONTRAST, HSM_AMBIENT2_OPACITY, in_ambient2_sampler ); } // if (in_swap_images == 1) // { // vec4 temp_image = ambient_lighting_image; // ambient_lighting_image = ambient2_lighting_image; // ambient2_lighting_image = temp_image; // } return true; } vec3 ApplyAmbientImages(vec3 base_image, vec3 ambient_image, vec3 ambient2_image, float blend_ambient, float blend_ambient2, float apply_in_add_mode, float layer_blend_mode, float swap_images) { vec3 outImage = base_image; if (swap_images == 1) ambient2_image = ambient_image; if (swap_images == 2) ambient_image = ambient2_image; if (swap_images == 3) { vec3 temp_image = ambient_image; ambient_image = ambient2_image; ambient2_image = temp_image; } if ( (HSM_AMBIENT1_OPACITY > 0 || HSM_AMBIENT2_OPACITY > 0) && (blend_ambient > 0 || blend_ambient2 > 0) ) { if( apply_in_add_mode == 1 || layer_blend_mode != BLEND_MODE_ADD) { if (blend_ambient > 0) { outImage = (1 - blend_ambient) * outImage.rgb + blend_ambient * outImage.rgb * ambient_image.rgb; } if (blend_ambient2 > 0) { outImage = (1 - blend_ambient2) * outImage.rgb + blend_ambient2 * outImage.rgb * ambient2_image.rgb; } } } return outImage; } vec4 HSM_ApplyMonochrome(vec4 in_color) { vec4 out_color = in_color; out_color.rgb = pow(out_color.rgb, HSM_MONOCHROME_GAMMA.xxx); float luma = dot(out_color.rgb, vec3(0.299, 0.587, 0.114)); luma *= HSM_MONOCHROME_BRIGHTNESS; vec3 mcolor = vec3(1.0); if (HSM_MONOCHROME_MODE > 1.5) mcolor = (HSM_MONOCHROME_MODE > 2.5) ? vec3(0.2549, 1.0, 0.0) : vec3(1.0, 0.749, 0.0); if (HSM_MONOCHROME_HUE_OFFSET != 0 || HSM_MONOCHROME_SATURATION != 0) { vec3 mcolor_hsv = HSM_RGBtoHSV(mcolor); mcolor_hsv.x += HSM_MONOCHROME_HUE_OFFSET; mcolor_hsv.y *= HSM_MONOCHROME_SATURATION; mcolor = HSM_HSVtoRGB(mcolor_hsv); } out_color.rgb = pow(luma, 1.0/HSM_MONOCHROME_GAMMA) * mcolor; return out_color; } float HSM_GetTubeOpacity() { float tube_diffuse_opacity = HSM_TUBE_DIFFUSE_MODE < 1.5 ? HSM_TUBE_OPACITY : 0; // If CRT Blend Mode is Multiply (2) then the tube must be fully opaque if (HSM_CRT_BLEND_MODE == 2) tube_diffuse_opacity = 1; return tube_diffuse_opacity; } vec3 HSM_ApplyAmbientImage(vec3 base_image, vec3 ambient_image, float layer_blend_amount) { if (layer_blend_amount > 0) return (1 - layer_blend_amount) * base_image.rgb + layer_blend_amount * base_image.rgb * ambient_image.rgb; else return base_image; } bool HSM_GetUseFakeScanlines() { float scane_axis_core_res = USE_VERTICAL_SCANLINES * CROPPED_ROTATED_SIZE_WITH_RES_MULT.x + (1 - USE_VERTICAL_SCANLINES) * CROPPED_ROTATED_SIZE_WITH_RES_MULT.y; return HSM_FAKE_SCANLINE_OPACITY > 0.001 && (HSM_FAKE_SCANLINE_MODE == 1 || (HSM_FAKE_SCANLINE_MODE == 2 && scane_axis_core_res > HSM_INTERLACE_TRIGGER_RES)); } vec4 HSM_ApplyScanlineMask(vec4 in_color, vec2 screen_scale, vec2 in_coord, vec2 in_screen_curved_coord, vec2 in_tube_curved_coord, float in_scanline_opacity) { // Stuff to try implementing // Try mame hlsl darkening // Check Lottes tone mapping in_coord = mix(in_coord, in_screen_curved_coord, HSM_FAKE_SCANLINE_CURVATURE); /* Scanlines */ float scanline_roll_offset = float(mod(global.FrameCount, 1280)) / 1280 * HSM_FAKE_SCANLINE_ROLL; // float scans = clamp( 0.35+0.18*sin(6.0*time-curved_uv.y*resolution.y*1.5), 0.0, 1.0); // float s = pow(scans,0.9); // col = col * vec3(s); float scan_axis_pos = USE_VERTICAL_SCANLINES > 0.5 ? in_coord.x : in_coord.y; scan_axis_pos += scanline_roll_offset; vec2 screen_size = global.OutputSize.xy * screen_scale; float scan_axis_screen_scale_res = USE_VERTICAL_SCANLINES > 0.5 ? screen_size.x : screen_size.y; float cropped_rotated_scan_res = USE_VERTICAL_SCANLINES > 0.5 ? CROPPED_ROTATED_SIZE.x : CROPPED_ROTATED_SIZE.y; float simulated_scanline_res = HSM_FAKE_SCANLINE_RES_MODE > 0.5 ? HSM_FAKE_SCANLINE_RES : cropped_rotated_scan_res; float scanline_size = scan_axis_screen_scale_res / simulated_scanline_res; if (HSM_FAKE_SCANLINE_INT_SCALE == 1) scanline_size = ceil(scanline_size); float scan = mod(scan_axis_pos * scan_axis_screen_scale_res + scanline_size / 2, scanline_size) / scanline_size; // Alternate, modulating the scanline width depending on brightness //float scanline_mask = HHLP_EasePowerOut(1 - abs(scan - 0.5) * 2, 0.5 + 2 * smoothstep(0.4, 0.9, (in_color.r + in_color.g + in_color.b) / 3)); float color_brightness_modulation = HHLP_EasePowerOut(smoothstep(0.4, 0.99, (in_color.r + in_color.g + in_color.b) / 3), 2); float scanline_mask = 1 - abs(scan - 0.5) * 2; scanline_mask = pow(1 - scanline_mask, 1); float final_scanline_mask = clamp(1 * scanline_mask, 0, 1); color_brightness_modulation = HHLP_EasePowerOut(smoothstep(0.4, HSM_FAKE_SCANLINE_BRIGHTNESS_CUTOFF + 1.5, (in_color.r + in_color.g + in_color.b) / 3), 2); final_scanline_mask = clamp(mix(1, mix(final_scanline_mask, 1, color_brightness_modulation), in_scanline_opacity), 0, 1); vec4 masked_color = in_color; masked_color *= 1 + 0.5 * in_scanline_opacity; masked_color = clamp(final_scanline_mask * masked_color, 0, 1); masked_color.w = in_color.w; // Darken the outside image a bit vec4 crt_darkened_color = mix(in_color, in_color * 0.9, HSM_FAKE_SCANLINE_OPACITY); // Show scanlines only in the tube area float softened_tube_mask = HSM_GetCornerMask((in_tube_curved_coord - 0.5) * 0.995 + 0.5 , TUBE_DIFFUSE_ASPECT, HSM_BZL_INNER_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS, 0.05); vec4 out_color = mix(crt_darkened_color, masked_color, softened_tube_mask); return clamp(out_color, 0, 1); } vec4 HSM_Apply_Sinden_Lightgun_Border(vec4 in_rgba, vec2 in_tube_diffuse_curved_coord, float in_tube_diffuse_mask, float in_black_edge_corner_radius) { float sinden_gun_mask = in_tube_diffuse_mask - HSM_GetCornerMask((in_tube_diffuse_curved_coord - 0.5) * (1 + vec2(1 / TUBE_DIFFUSE_ASPECT * HSM_SINDEN_BORDER_THICKNESS, HSM_SINDEN_BORDER_THICKNESS)) + 0.5, TUBE_DIFFUSE_ASPECT, in_black_edge_corner_radius, 0.99); vec4 out_rgba = in_rgba; vec3 base_rgb = vec3(1); out_rgba.rgb = base_rgb * HSM_SINDEN_BORDER_BRIGHTNESS * sinden_gun_mask + (1 - sinden_gun_mask) * out_rgba.rgb; // out_rgba.rgb += HSM_SINDEN_BORDER_OPACITY * sinden_gun_mask; return out_rgba; } vec2 HSM_ApplyOverscan(vec2 in_coord, float overscan_x, float overscan_y) { vec2 ctr_coord = in_coord * 2.0 - 1.0; ctr_coord /= vec2(overscan_x, overscan_y) + 1; return ctr_coord * 0.5 + 0.5; } float HSM_GetRasterBloomScale(float raster_bloom_overscan_mode, float raster_bloom_mult, float screen_avg_luma) { return 1.00 + (1.0 - 0.5 * raster_bloom_overscan_mode) * raster_bloom_mult / 100 - screen_avg_luma * raster_bloom_mult / 100; } // Thanks to Guest.r for this simple yet effective implementation of raster bloom vec2 HSM_ApplyRasterBloomOverscan(vec2 in_coord, float raster_bloom_overscan_mode, float raster_bloom_mult, float screen_avg_luma) { //raster_bloom_overscan_mode can be 0, 1, or 2 to adjust if the bloom can only expand or shrink vec2 ctr_coord = in_coord * 2.0 - 1.0; float raster_bloom_factor = HSM_GetRasterBloomScale(raster_bloom_overscan_mode, raster_bloom_mult, screen_avg_luma); ctr_coord *= vec2(raster_bloom_factor, raster_bloom_factor); return ctr_coord * 0.5 + 0.5; }