mirror of
https://github.com/italicsjenga/slang-shaders.git
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165 lines
6 KiB
Plaintext
165 lines
6 KiB
Plaintext
#version 450
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/*
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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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#include "common/globals-and-potato-params.inc"
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#include "common/common-functions.inc"
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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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layout(location = 7) out vec2 UNFLIPPED_VIEWPORT_COORD;
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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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UNFLIPPED_VIEWPORT_COORD = vTexCoord;
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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 = 7) in vec2 UNFLIPPED_VIEWPORT_COORD;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D InfoCachePass;
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layout(set = 0, binding = 7) uniform sampler2D BackgroundImage;
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layout(set = 0, binding = 8) uniform sampler2D BackgroundVertImage;
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layout(set = 0, binding = 11) uniform sampler2D MBZ_PostCRTPassFeedback;
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#define PassFeedback MBZ_PostCRTPassFeedback
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vec4 HSM_GetPostCrtPreppedColorPotato(vec4 in_color_with_gamma, vec2 VIEWPORT_COORD, vec2 VIEWPORT_COORD_TRANSFORMED, vec2 screen_curved_coord, in sampler2D BackgroundImage, in sampler2D BackgroundVertImage)
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{
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vec2 tube_curved_coord = HSM_GetTubeCurvedCoord(TUBE_DIFFUSE_COORD, 1, TUBE_DIFFUSE_SCALE, TUBE_SCALE, TUBE_DIFFUSE_ASPECT, 1);
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float bezel_corner_radius = HSM_BZL_INNER_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS;
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float outside_tube_mask = 1 - HSM_GetCornerMask(tube_curved_coord, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, 0.99);
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TUBE_MASK = 1 - outside_tube_mask;
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if (HSM_MONOCHROME_MODE > 0.5 && HSM_GetUseOnCurrentScreenIndex(HSM_MONOCHROME_DUALSCREEN_VIS_MODE))
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in_color_with_gamma = HSM_ApplyMonochrome(in_color_with_gamma);
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vec4 out_color = HSM_Linearize(in_color_with_gamma, DEFAULT_SRGB_GAMMA);
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out_color *= HSM_POST_CRT_BRIGHTNESS;
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vec2 mirrored_screen_coord = HSM_GetMirrorWrappedCoord(screen_curved_coord);
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float black_edge_corner_radius = HSM_TUBE_BLACK_EDGE_CORNER_RADIUS_SCALE * HSM_GLOBAL_CORNER_RADIUS;
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float screen_mask = HSM_GetCornerMask((screen_curved_coord - 0.5) * 0.999 + 0.5, SCREEN_ASPECT, black_edge_corner_radius, 0.9);
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if (HSM_GetUseScreenVignette())
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{
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// out_color *= HSM_GetScreenVignetteFactor(screen_curved_coord);
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float vignette_factor = HSM_GetScreenVignetteFactor(mirrored_screen_coord);
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// float vignette_factor_outside_screen = HSM_SCREEN_VIGNETTE_IN_REFLECTION * vignette_factor + (1 - HSM_SCREEN_VIGNETTE_IN_REFLECTION) * 1;
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if (HSM_SCREEN_VIGNETTE_IN_REFLECTION < 0.5)
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vignette_factor = screen_mask * vignette_factor + (1 - screen_mask);
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out_color.rgb *= vignette_factor;
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}
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out_color.rgb *= screen_mask;
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out_color *= TUBE_MASK;
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if (HSM_BG_OPACITY > 0)
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{
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//-----------------------------------------------------------------------------------------
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// Background
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//-----------------------------------------------------------------------------------------
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vec2 bg_coord = VIEWPORT_COORD_TRANSFORMED;
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bool bg_use_vert_image = SCREEN_ASPECT < 1 && textureSize(BackgroundVertImage, 0).y > 16 ? true : false;
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vec2 bg_size = bg_use_vert_image ? textureSize(BackgroundVertImage, 0) : textureSize(BackgroundImage, 0);
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vec4 bg_layer = vec4(0);
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if (bg_size.y > 16)
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{
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// Correct image coordinate for image aspect ratio
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bg_coord.x = (bg_coord.x - 0.5) / ((bg_size.x / bg_size.y) / (global.FinalViewportSize.x/global.FinalViewportSize.y)) + 0.5;
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if (bg_use_vert_image)
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bg_layer = texture(BackgroundVertImage, bg_coord);
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else
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bg_layer = texture(BackgroundImage, bg_coord);
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bg_layer = HSM_Linearize(bg_layer, DEFAULT_SRGB_GAMMA);
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bg_layer.rgb *= HSM_GLOBAL_GRAPHICS_BRIGHTNESS;
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bg_layer.rgb = pow(bg_layer.rgb, vec3(1/HSM_STATIC_LAYERS_GAMMA));
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if (HSM_CRT_SCREEN_BLEND_MODE == 1)
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bg_layer *= (1 - TUBE_MASK);
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bg_layer *= HSM_BG_BRIGHTNESS;
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if (HSM_CRT_SCREEN_BLEND_MODE > 0)
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{
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if (HSM_POTATO_SHOW_BG_OVER_SCREEN == 1)
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out_color = HSM_BlendModeLayerMix(out_color, bg_layer, HSM_BG_BLEND_MODE, HSM_BG_OPACITY);
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else
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{
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bg_layer.rgb *= HSM_BG_OPACITY;
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out_color = HSM_BlendModeLayerMix(bg_layer, out_color, HSM_CRT_SCREEN_BLEND_MODE, 1);
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}
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}
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}
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}
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// Apply the final Gamma
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out_color = HSM_Delinearize(out_color, DEFAULT_SRGB_GAMMA);
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return out_color;
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}
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void main()
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{
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vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
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HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
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if (HHLP_IsOutsideCoordSpace(SCREEN_COORD))
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{
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vec4 feedback_color_test = texture(PassFeedback, vec2(0,0));
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if (HSM_CACHE_GRAPHICS_ON > 0.5 && 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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}
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FragColor = texture(Source, UNFLIPPED_VIEWPORT_COORD);
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vec2 screen_curved_coord = HSM_GetCurvedCoord(SCREEN_COORD, HSM_CRT_CURVATURE_SCALE, SCREEN_ASPECT);
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FragColor = HSM_GetPostCrtPreppedColorPotato(FragColor, vTexCoord, viewportCoordTransformed, screen_curved_coord, BackgroundImage, BackgroundVertImage);
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}
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