/* 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 . */ #include "../hsm/common/hsm-common-functions-bezel.inc" #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 7) out vec2 UNFLIPPED_VIEWPORT_COORD; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord * 1.00001; UNFLIPPED_VIEWPORT_COORD = vTexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 7) in vec2 UNFLIPPED_VIEWPORT_COORD; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 1) uniform sampler2D Source; layout(set = 0, binding = 2) uniform sampler2D InfoCachePass; layout(set = 0, binding = 3) uniform sampler2D InfoCachePassFeedback; layout(set = 0, binding = 4) uniform sampler2D TubeDiffuseImage; layout(set = 0, binding = 5) uniform sampler2D TubeShadowImage; layout(set = 0, binding = 6) uniform sampler2D TubeColoredGelImage; layout(set = 0, binding = 7) uniform sampler2D TubeStaticReflectionImage; layout(set = 0, binding = 8) uniform sampler2D BackgroundImage; layout(set = 0, binding = 9) uniform sampler2D BackgroundVertImage; layout(set = 0, binding = 10) uniform sampler2D NightLightingImage; layout(set = 0, binding = 11) uniform sampler2D NightLighting2Image; layout(set = 0, binding = 12) uniform sampler2D IntroPass; layout(set = 0, binding = 13) uniform sampler2D MBZ_PostCRTPassFeedback; #define PassFeedback MBZ_PostCRTPassFeedback // Torridgristle - ScanlineSimple pass - Public domain vec4 HSM_ApplyScanlineMask(vec4 in_color, vec2 screen_scale, vec2 in_coord, vec2 in_curved_coord) { // Stuff to try implementing // Try mame hlsl darkening // Check Lottes tone mapping in_coord = mix(in_coord, in_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); vec2 core_prepped_size = HSM_GetRotatedScreenCorePreppedSize(SCREEN_INDEX); float use_vert_scanlines = USE_VERTICAL_SCANLINES; vec2 sampling_res = HSM_GetRotatedCorePreppedSizeWithResMult(SCREEN_INDEX); float scan_axis_res = use_vert_scanlines * sampling_res.x + (1 - use_vert_scanlines) * sampling_res.y; float scan_axis_pos = use_vert_scanlines * in_coord.x + (1 - use_vert_scanlines) * in_coord.y; scan_axis_pos += scanline_roll_offset; bool apply_scanlines = HSM_FAKE_SCANLINE_OPACITY > 0.001 && (HSM_FAKE_SCANLINE_MODE == 1 || (HSM_FAKE_SCANLINE_MODE == 2 && scan_axis_res > HSM_INTERLACE_TRIGGER_RES)); if (!apply_scanlines) return in_color; float pi = 3.141592654; vec2 screen_size = global.OutputSize.xy * screen_scale; float scan_axis_screen_scale_res = use_vert_scanlines * screen_size.x + (1 - use_vert_scanlines) * screen_size.y; float simulated_scanline_res = HSM_FAKE_SCANLINE_RES_MODE > 0.5 ? HSM_FAKE_SCANLINE_RES : CROPPED_ROTATED_SIZE.y; 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) / 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), HSM_FAKE_SCANLINE_OPACITY), 0, 1); vec4 masked_color = in_color; masked_color *= 1 + 0.5 * HSM_FAKE_SCANLINE_OPACITY; masked_color = clamp(final_scanline_mask * masked_color, 0, 1); masked_color.w = in_color.w; return clamp(masked_color, 0, 1); } vec4 HSM_GetPostCrtPreppedColor(vec4 in_color_with_gamma, vec2 VIEWPORT_COORD, vec2 screen_curved_coord, in sampler2D source_pass, bool source_is_linear, in sampler2D TubeDiffuseImage, in sampler2D TubeColoredGelImage, in sampler2D TubeStaticReflectionImage, in sampler2D BackgroundImage, in sampler2D BackgroundVertImage, in sampler2D NightLightingImage, in sampler2D NightLighting2Image) { if (HSM_MONOCHROME_MODE > 0.5 && HSM_GetUseOnCurrentScreenIndex(HSM_MONOCHROME_DUALSCREEN_VIS_MODE)) in_color_with_gamma = HSM_ApplyMonochrome(in_color_with_gamma); vec4 out_color = HSM_Linearize(in_color_with_gamma, DEFAULT_SRGB_GAMMA); out_color *= HSM_POST_CRT_BRIGHTNESS; vec2 mirrored_screen_coord = HSM_GetMirrorWrappedCoord(screen_curved_coord); float screen_mask = HSM_GetCornerMask((screen_curved_coord - 0.5) * 0.999 + 0.5, SCREEN_ASPECT, HSM_GLOBAL_CORNER_RADIUS * HSM_SCREEN_CORNER_RADIUS_SCALE, 0.9); if (HSM_GetUseScreenVignette()) { float vignette_factor = HSM_GetScreenVignetteFactor(mirrored_screen_coord); float vignette_factor_outside_screen = HSM_SCREEN_VIGNETTE_IN_REFLECTION * vignette_factor + (1 - HSM_SCREEN_VIGNETTE_IN_REFLECTION) * 1; vignette_factor = screen_mask * vignette_factor + (1 - screen_mask) * vignette_factor_outside_screen; out_color *= vignette_factor; } if (HSM_AB_COMPARE_SHOW_MODE == 1 && HSM_GetIsInABCompareArea(VIEWPORT_COORD)) { vec2 ab_screen_coord = HSM_CRT_CURVATURE_SCALE * screen_curved_coord + (1 - HSM_CRT_CURVATURE_SCALE) * SCREEN_COORD; ab_screen_coord = HSM_GetMirrorWrappedCoord(ab_screen_coord); vec4 source_color = HSM_GetCroppedTexSample(source_pass, ab_screen_coord); if (!source_is_linear) source_color = HSM_Linearize(source_color, GAMMA_INPUT); source_color = HSM_Delinearize(source_color, HSM_GAMMA_OUT_CRT); source_color = HSM_Linearize(source_color, DEFAULT_SRGB_GAMMA); out_color = source_color; } vec2 tube_curved_coord = HSM_GetTubeCurvedCoord(SCREEN_COORD, 1, SCREEN_SCALE, TUBE_SCALE, SCREEN_ASPECT, 1); vec2 mirrored_tube_coord = HSM_GetMirrorWrappedCoord(tube_curved_coord); if (HSM_FAKE_SCANLINE_OPACITY > 0.001 && HSM_FAKE_SCANLINE_MODE > 0.5) { vec4 scanline_masked_color = HSM_ApplyScanlineMask(out_color, SCREEN_SCALE, SCREEN_COORD, screen_curved_coord); // Darken the outside image a bit out_color = mix(out_color, out_color * 0.9, HSM_FAKE_SCANLINE_OPACITY); // Show scanlines only in the tube area float tube_highlight_mask = HSM_GetCornerMask((tube_curved_coord - 0.5) * 0.995 + 0.5 , SCREEN_ASPECT, HSM_BZL_INNER_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS, 0.05); out_color = mix(out_color, scanline_masked_color, tube_highlight_mask); } 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; float tube_mask = HSM_GetCornerMask(tube_curved_coord, SCREEN_ASPECT, bezel_corner_radius, 0.99); float screen_to_tube_mask_invert = 1 - (tube_mask - screen_mask); float black_edge_corner_radius = HSM_TUBE_BLACK_EDGE_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS; vec2 tube_diffuse_curved_coord = HSM_GetTubeCurvedCoord(SCREEN_COORD, HSM_TUBE_BLACK_EDGE_CURVATURE_SCALE, SCREEN_SCALE, BLACK_EDGE_SCALE, SCREEN_ASPECT, 1); float tube_diffuse_mask = HSM_GetCornerMask(tube_diffuse_curved_coord, SCREEN_ASPECT, black_edge_corner_radius, 0.99); float black_edge_mask_invert = 1 - (tube_mask - tube_diffuse_mask); out_color *= screen_to_tube_mask_invert; // AMBIENT LIGHTING IMAGES vec4 ambient_lighting_image = vec4(1); vec4 ambient2_lighting_image = vec4(1); HSM_Fill_Ambient_Images(VIEWPORT_COORD, VIEWPORT_UNSCALED_COORD, HSM_AMBIENT_LIGHTING_SWAP_IMAGES, NightLightingImage, NightLighting2Image, ambient_lighting_image, ambient2_lighting_image); vec3 tube_shadow = vec3(1); if (HSM_TUBE_SHADOW_IMAGE_ON > 0.5 && (HSM_GetUseTubeDiffuseImage() || HSM_GetUseTubeColoredGelImage() || HSM_GetUseTubeStaticReflection())) { vec2 shadow_coord = tube_diffuse_curved_coord; shadow_coord = HSM_GetMirrorWrappedCoord(shadow_coord); // TODO Shadow Coordinate isn't right with 3D Curvature shadow_coord.x = (shadow_coord.x - HSM_TUBE_SHADOW_IMAGE_POS_X - 0.5) / HSM_TUBE_SHADOW_IMAGE_SCALE_X + 0.5; shadow_coord.y = (shadow_coord.y + HSM_TUBE_SHADOW_IMAGE_POS_Y) / HSM_TUBE_SHADOW_IMAGE_SCALE_Y; vec2 curvature_values = HSM_TUBE_SHADOW_CURVATURE_SCALE * HSM_GetCurvatureValues(SCREEN_ASPECT); shadow_coord = HSM_Get2DCurvedCoord(shadow_coord, curvature_values); shadow_coord.x = HSM_FLIP_VIEWPORT_HORIZONTAL * (shadow_coord.x - 0.5) + 0.5; shadow_coord.y = HSM_FLIP_VIEWPORT_VERTICAL * (shadow_coord.y - 0.5) + 0.5; vec4 tube_shadow_sample = HSM_GetMipmappedTexSample(TubeShadowImage, shadow_coord, TUBE_SCALE * vec2(HSM_TUBE_SHADOW_IMAGE_SCALE_X, HSM_TUBE_SHADOW_IMAGE_SCALE_Y), 0); tube_shadow_sample = HSM_GLOBAL_GRAPHICS_BRIGHTNESS * HSM_GetPreMultipliedColorLinear(tube_shadow_sample, SOURCE_MATTE_PREMULTIPLIED, DEFAULT_SRGB_GAMMA); tube_shadow = (1 - HSM_TUBE_SHADOW_IMAGE_OPACITY) + HSM_TUBE_SHADOW_IMAGE_OPACITY * tube_shadow_sample.rgb; } // If the crt blend mode is multiply then use the diffuse image float tube_diffuse_mode = HSM_CRT_BLEND_MODE == 2 ? 1 : HSM_TUBE_DIFFUSE_MODE; vec4 tube_diffuse = vec4(0, 0, 0, 1); vec4 diffuse_unshaded = vec4(0, 0, 0, 1); if (tube_diffuse_mode == 1) { // TubeDiffuseImage if (HSM_TUBE_DIFFUSE_MODE == 1 || HSM_CRT_BLEND_MODE == 2) { vec2 diffuse_coord = tube_diffuse_curved_coord; diffuse_coord = HSM_GetMirrorWrappedCoord(diffuse_coord); diffuse_coord.x = HSM_FLIP_VIEWPORT_HORIZONTAL * (diffuse_coord.x - 0.5) + 0.5; diffuse_coord.y = HSM_FLIP_VIEWPORT_VERTICAL * (diffuse_coord.y - 0.5) + 0.5; diffuse_coord = (diffuse_coord - 0.5) / (HSM_TUBE_DIFFUSE_IMAGE_SCALE * vec2(HSM_TUBE_DIFFUSE_IMAGE_SCALE_X, 1)) + 0.5; diffuse_unshaded = HSM_GetMipmappedTexSample(TubeDiffuseImage, diffuse_coord, TUBE_SCALE * HSM_TUBE_DIFFUSE_IMAGE_SCALE, 0); tube_diffuse = diffuse_unshaded; tube_diffuse *= HSM_GLOBAL_GRAPHICS_BRIGHTNESS * HSM_GetPreMultipliedColorLinear(tube_diffuse, SOURCE_MATTE_PREMULTIPLIED, DEFAULT_SRGB_GAMMA); tube_diffuse.rgb = HSM_ApplyHSVAdjustment(tube_diffuse.rgb, HSM_TUBE_DIFFUSE_IMAGE_HUE, HSM_TUBE_DIFFUSE_IMAGE_SATURATION, HSM_TUBE_DIFFUSE_IMAGE_BRIGHTNESS, HSM_TUBE_DIFFUSE_IMAGE_COLORIZE_ON, HSM_TUBE_DIFFUSE_IMAGE_GAMMA); tube_diffuse.rgb *= tube_shadow; } // If CRT Blend Mode is Multiply (2) then the tube must be fully opaque tube_diffuse *= HSM_GetTubeDiffuseOpacity(); tube_diffuse.rgb = HSM_ApplyAmbientImage(tube_diffuse.rgb, ambient_lighting_image.rgb, HSM_TUBE_DIFFUSE_IMAGE_AMBIENT_LIGHTING); tube_diffuse.rgb = HSM_ApplyAmbientImage(tube_diffuse.rgb, ambient2_lighting_image.rgb, HSM_TUBE_DIFFUSE_IMAGE_AMBIENT2_LIGHTING); } out_color.a = in_color_with_gamma.a; // Don't apply the CRT images if (HSM_CRT_BLEND_MODE == 0) out_color = tube_diffuse; // Apply the CRT image additively to the tube diffuse color if (HSM_CRT_BLEND_MODE == 1) out_color = HSM_BlendModeLayerMix(tube_diffuse, out_color, BLEND_MODE_ADD, HSM_CRT_BLEND_AMOUNT); // Apply the CRT image with multiply blending if (HSM_CRT_BLEND_MODE == 2) { out_color = clamp(out_color, 0, 1); out_color *= screen_mask; out_color = HSM_BlendModeLayerMix(tube_diffuse, out_color, BLEND_MODE_MULTIPLY, HSM_CRT_BLEND_AMOUNT); } // Add a Colored Gel image on top of the screen, this is what colors games like space invaders or battlezone if (HSM_GetUseTubeColoredGelImage()) { vec2 gel_coord = HSM_GetMirrorWrappedCoord(tube_diffuse_curved_coord); gel_coord.x = HSM_TUBE_COLORED_GEL_IMAGE_FLIP_HORIZONTAL * (gel_coord.x - 0.5) + 0.5; gel_coord.y = HSM_TUBE_COLORED_GEL_IMAGE_FLIP_VERTICAL * (gel_coord.y - 0.5) + 0.5; gel_coord = (gel_coord - 0.5) / HSM_TUBE_COLORED_GEL_IMAGE_SCALE + 0.5; vec4 gel_image = HSM_GetMipmappedTexSample(TubeColoredGelImage, gel_coord, TUBE_SCALE, 0); gel_image = HSM_GLOBAL_GRAPHICS_BRIGHTNESS * HSM_Linearize(gel_image, DEFAULT_SRGB_GAMMA); if (HSM_TUBE_COLORED_GEL_IMAGE_MULTIPLY_AMOUNT > 0) out_color = mix(out_color, out_color * gel_image, HSM_TUBE_COLORED_GEL_IMAGE_MULTIPLY_AMOUNT); if (HSM_TUBE_COLORED_GEL_IMAGE_ADDITIVE_AMOUNT > 0) out_color = mix(out_color, out_color + gel_image, HSM_TUBE_COLORED_GEL_IMAGE_ADDITIVE_AMOUNT); if (HSM_TUBE_COLORED_GEL_IMAGE_NORMAL_AMOUNT > 0) { gel_image.a = clamp( gel_image.a - HSM_TUBE_COLORED_GEL_IMAGE_TRANSPARENCY_THRESHOLD, 0, 1 ) / (1 - HSM_TUBE_COLORED_GEL_IMAGE_TRANSPARENCY_THRESHOLD); gel_image.rgb *= HSM_TUBE_COLORED_GEL_IMAGE_NORMAL_BRIGHTNESS; gel_image.rgb *= tube_shadow; gel_image.rgb = HSM_ApplyAmbientImage(gel_image.rgb, ambient_lighting_image.rgb, HSM_TUBE_COLORED_GEL_IMAGE_AMBIENT_LIGHTING); gel_image.rgb = HSM_ApplyAmbientImage(gel_image.rgb, ambient2_lighting_image.rgb, HSM_TUBE_COLORED_GEL_IMAGE_AMBIENT2_LIGHTING); gel_image = HSM_BlendModeLayerMix(gel_image, vec4(vec3(diffuse_unshaded.r) * 3, 1), BLEND_MODE_MULTIPLY, HSM_TUBE_COLORED_GEL_IMAGE_NORMAL_MULTIPLY_BY_DIFFUSE); if ( HSM_SHOW_CRT_ON_TOP_OF_COLORED_GEL == 0 ) out_color = HSM_BlendModeLayerMix(out_color, gel_image, BLEND_MODE_NORMAL, HSM_TUBE_COLORED_GEL_IMAGE_NORMAL_AMOUNT); if ( HSM_SHOW_CRT_ON_TOP_OF_COLORED_GEL == 1 ) { gel_image.rgb *= tube_shadow; vec4 normal_blended = HSM_BlendModeLayerMix(vec4(0, 0, 0, 1), gel_image, BLEND_MODE_NORMAL, HSM_TUBE_COLORED_GEL_IMAGE_NORMAL_AMOUNT); out_color = normal_blended + out_color; } } } #ifndef IS_NO_REFLECT_PRESET out_color *= black_edge_mask_invert; #else out_color *= tube_diffuse_mask; #endif if (HSM_GetUseTubeStaticReflection()) { vec3 tube_highlight_image = HSM_GetTubeHighlight(tube_curved_coord, false, TubeStaticReflectionImage).rgb; tube_highlight_image = HSM_ApplyAmbientImage(tube_highlight_image.rgb, ambient_lighting_image.rgb, HSM_TUBE_STATIC_REFLECTION_IMAGE_AMBIENT_LIGHTING); tube_highlight_image = HSM_ApplyAmbientImage(tube_highlight_image.rgb, ambient2_lighting_image.rgb, HSM_TUBE_STATIC_REFLECTION_IMAGE_AMBIENT2_LIGHTING); tube_highlight_image.rgb *= HSM_TUBE_STATIC_REFLECTION_IMAGE_SHADOW_OPACITY * tube_shadow + (1 - HSM_TUBE_STATIC_REFLECTION_IMAGE_SHADOW_OPACITY); out_color.rgb += tube_highlight_image * HSM_TUBE_STATIC_REFLECTION_IMAGE_OPACITY; } // #ifndef IS_NO_REFLECT_PRESET // Apply the final Gamma out_color = HSM_Delinearize(out_color, DEFAULT_SRGB_GAMMA); // #endif return out_color; } void main() { if (HSM_AB_COMPARE_FREEZE_CRT_TUBE == 1 && HSM_GetIsInABCompareArea(vTexCoord)) { FragColor = texture(PassFeedback, vTexCoord); return; } VIEWPORT_UNSCALED_COORD = HSM_GetViewportCoordWithFlip(vTexCoord); vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord); HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, InfoCachePassFeedback, 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(SCREEN_COORD, SCREEN_SCALE, TUBE_SCALE, SCREEN_ASPECT, false, BEZEL_OUTSIDE_SCALE, BEZEL_OUTSIDE_COORD, BEZEL_OUTSIDE_CURVED_COORD, FRAME_OUTSIDE_CURVED_COORD); FRAME_OUTSIDE_CURVED_COORD = (FRAME_OUTSIDE_CURVED_COORD - 0.5) * 0.9 + 0.5; if (FRAME_OUTSIDE_CURVED_COORD.x < -0.01 || FRAME_OUTSIDE_CURVED_COORD.x > 1.01 || FRAME_OUTSIDE_CURVED_COORD.y < -0.01 || FRAME_OUTSIDE_CURVED_COORD.y > 1.01) { FragColor = vec4(0); return; } vec2 screen_curved_coord = HSM_GetCurvedCoord(SCREEN_COORD, 1, SCREEN_ASPECT); FragColor = texture(Source, UNFLIPPED_VIEWPORT_COORD); FragColor = HSM_GetPostCrtPreppedColor(FragColor, vTexCoord, screen_curved_coord, IntroPass, false, TubeDiffuseImage, TubeColoredGelImage, TubeStaticReflectionImage, BackgroundImage, BackgroundVertImage, NightLightingImage, NightLighting2Image); }