mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 03:11:31 +11:00
113 lines
5.2 KiB
SourcePawn
113 lines
5.2 KiB
SourcePawn
/*
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Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel
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Copyright (C) 2019-2021 HyperspaceMadness - HyperspaceMadness@outlook.com
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Incorporates much great feedback from the libretro forum, and thanks
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to Hunterk who helped me get started
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See more at the libretro forum
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https://forums.libretro.com/t/hsm-mega-bezel-reflection-shader-feedback-and-updates
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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// Import so all the mega bezel parameters are the first in the parameter list
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#include "text-resolution.inc"
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#pragma alias TextPass
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.00001;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D TextPassFeedback;
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#define PassFeedback TextPassFeedback
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layout(set = 0, binding = 8) uniform sampler2D InfoCachePass;
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layout(set = 0, binding = 9) uniform sampler2D InfoCachePassFeedback;
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#define eps 1e-3
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vec2 GetScreenSize(vec2 screen_scale)
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{
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vec2 screen_size = global.FinalViewportSize.xy * screen_scale;
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// Round this so we get proper integers
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screen_size = vec2(ceil(screen_size.x), ceil(screen_size.y));
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return screen_size;
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}
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vec2 GetIntegerScaleMult(vec2 screen_size, vec2 cropped_size)
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{
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float epsilon = 0.002;
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vec2 integer_scale = screen_size / cropped_size;
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integer_scale = vec2(fract(integer_scale.x + 0.001) < epsilon ? round(integer_scale.x) : integer_scale.x,
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fract(integer_scale.y + 0.001) < epsilon ? round(integer_scale.y) : integer_scale.y);
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return integer_scale;
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}
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vec4 AddText(vec2 in_coord, vec4 in_color)
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{
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in_coord.x = HSM_FLIP_VIEWPORT_HORIZONTAL * HSM_FLIP_CORE_HORIZONTAL * (in_coord.x - 0.5) + 0.5;
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in_coord.y = HSM_FLIP_VIEWPORT_VERTICAL * HSM_FLIP_CORE_VERTICAL * (in_coord.y - 0.5) + 0.5;
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vec2 screen_size = GetScreenSize(SCREEN_SCALE);
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vec2 int_scale_mult = GetIntegerScaleMult(screen_size, CROPPED_ROTATED_SIZE);
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vec2 canvas_size = global.DerezedPassSize.xy;
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vec4 out_color = in_color;
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out_color = mix(out_color, vec4(0, 0, 0, 1), GetTextMask(in_coord + 2 * vec2(1/global.OutputSize.x, 0), global.FinalViewportSize.xy, screen_size, ROTATED_DEREZED_SIZE, ROTATED_CORE_PREPPED_SIZE, CROPPED_ROTATED_SIZE, CROPPED_ROTATED_SIZE_WITH_RES_MULT, int_scale_mult, canvas_size));
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out_color = mix(out_color, vec4(0, 0, 0, 1), GetTextMask(in_coord - 2 * vec2(1/global.OutputSize.x, 0), global.FinalViewportSize.xy, screen_size, ROTATED_DEREZED_SIZE, ROTATED_CORE_PREPPED_SIZE, CROPPED_ROTATED_SIZE, CROPPED_ROTATED_SIZE_WITH_RES_MULT, int_scale_mult, canvas_size));
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out_color = mix(out_color, vec4(0, 0, 0, 1), GetTextMask(in_coord + 1 * vec2(0, 1/global.OutputSize.y), global.FinalViewportSize.xy, screen_size, ROTATED_DEREZED_SIZE, ROTATED_CORE_PREPPED_SIZE, CROPPED_ROTATED_SIZE, CROPPED_ROTATED_SIZE_WITH_RES_MULT, int_scale_mult, canvas_size));
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out_color = mix(out_color, vec4(0, 0, 0, 1), GetTextMask(in_coord - 1 * vec2(0, 1/global.OutputSize.y), global.FinalViewportSize.xy, screen_size, ROTATED_DEREZED_SIZE, ROTATED_CORE_PREPPED_SIZE, CROPPED_ROTATED_SIZE, CROPPED_ROTATED_SIZE_WITH_RES_MULT, int_scale_mult, canvas_size));
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out_color = mix(out_color, vec4(1, 1, 0, 1), GetTextMask(in_coord, global.FinalViewportSize.xy, screen_size, ROTATED_DEREZED_SIZE, ROTATED_CORE_PREPPED_SIZE, CROPPED_ROTATED_SIZE, CROPPED_ROTATED_SIZE_WITH_RES_MULT, int_scale_mult, canvas_size));
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return clamp(out_color, 0, 1);
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}
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void main()
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{
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vec2 UNFLIPPED_VIEWPORT_COORD = vTexCoord;
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vec2 VIEWPORT_COORD = vTexCoord;
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HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, InfoCachePassFeedback, vTexCoord);
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FragColor = vec4(0);
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vec4 feedback_color_test = texture(PassFeedback, vec2(0,0));
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if (feedback_color_test.a < 0 && !CACHE_INFO_CHANGED)
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{
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FragColor = texture(PassFeedback, UNFLIPPED_VIEWPORT_COORD);
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return;
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}
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// Flip the coordinate vertically if desired
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VIEWPORT_COORD.y = HSM_FLIP_VIEWPORT_VERTICAL * HSM_FLIP_CORE_VERTICAL * (VIEWPORT_COORD.y - 0.5) + 0.5;
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VIEWPORT_COORD.x = HSM_FLIP_VIEWPORT_HORIZONTAL * HSM_FLIP_CORE_HORIZONTAL * (VIEWPORT_COORD.x - 0.5) + 0.5;
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//////// Draw text to show resolutions //////////
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FragColor = AddText(VIEWPORT_COORD - vec2(MAX_NEGATIVE_CROP, -MAX_NEGATIVE_CROP), FragColor);
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if (UNFLIPPED_VIEWPORT_COORD.x < (2 / global.OutputSize.x) && UNFLIPPED_VIEWPORT_COORD.y < (2 / global.OutputSize.y))
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FragColor = vec4(0.01, 0.01, 0.01, -1);
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} |