slang-shaders/bezel/Mega_Bezel/shaders/base/combine-passes.inc
2022-12-22 00:16:29 -05:00

294 lines
11 KiB
C++

/*
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/].
*/
/////////////// IMPORTS ///////////////
#include "common/globals-and-image-layers-params.inc"
#include "common/common-functions.inc"
#include "common/common-functions-bezel.inc"
#define RENDER_SIMPLE_MODE_NONE 0
#define RENDER_SIMPLE_MODE_BLACK_SCREEN 1
#define RENDER_SIMPLE_MODE_BLACK_SCREEN_AND_BG 2
#define RENDER_SIMPLE_MODE_PINK_MASK 3
#define RENDER_SIMPLE_MODE_BLACK_WHITE_MASK 4
#define RENDER_SIMPLE_MASK_TYPE_SCREEN 0
#define RENDER_SIMPLE_MASK_TYPE_TUBE 1
#define RENDER_SIMPLE_MASK_TYPE_BEZEL_AND_FRAME 2
#define RENDER_SIMPLE_MASK_TYPE_BEZEL 3
#define RENDER_SIMPLE_MASK_TYPE_FRAME 4
vec2 UNFLIPPED_VIEWPORT_COORD = vec2(0.5);
vec2 FLIPPED_VIEWPORT_COORD = vec2(0.5);
//////////////////////////////////////////////////////////////////////////////////////////////////
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 6) out vec2 vTexCoord;
//////////////////////////////////////////////////////////////////////////////////////////////////
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
// Not sure why we need linearize this but it seems to have a smoother range this way
}
//////////////////////////////////////////////////////////////////////////////////////////////////
#pragma stage fragment
layout(location = 6) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
// Pass Framebuffer Textures
layout(set = 0, binding = 1) uniform sampler2D InfoCachePass;
layout(set = 0, binding = 2) uniform sampler2D CorePass;
layout(set = 0, binding = 3) uniform sampler2D DerezedPass;
layout(set = 0, binding = 4) uniform sampler2D DeditherPass;
layout(set = 0, binding = 5) uniform sampler2D ColorCorrectPass;
layout(set = 0, binding = 6) uniform sampler2D LinearizePass;
layout(set = 0, binding = 7) uniform sampler2D CRTPass;
layout(set = 0, binding = 8) uniform sampler2D PostCRTPass;
#ifdef IS_NO_REFLECT_PRESET
#define MiddlePass PostCRTPass
#else
layout(set = 0, binding = 9) uniform sampler2D ReflectionPass;
#define MiddlePass ReflectionPass
#endif
layout(set = 0, binding = 10) uniform sampler2D BR_LayersUnderCRTPass;
layout(set = 0, binding = 11) uniform sampler2D BR_LayersOverCRTPass;
layout(set = 0, binding = 12) uniform sampler2D CombinePassFeedback;
#define PassFeedback CombinePassFeedback
vec3 PrepGraphicsForHDR(vec3 in_color)
{
vec3 out_color = in_color.rgb;
out_color *= HSM_GLOBAL_GRAPHICS_BRIGHTNESS;
#ifdef IS_HDR_PRESET
if((HCRT_HDR < 1.0f) && (HCRT_COLOUR_ACCURATE < 1.0f))
if(HCRT_OUTPUT_COLOUR_SPACE == 2.0f)
out_color= (out_color * k709_to_XYZ) * kXYZ_to_DCIP3;
if(HCRT_HDR > 0.5f)
out_color = InverseTonemap(out_color, HCRT_MAX_NITS, HCRT_PAPER_WHITE_NITS);
if((HCRT_HDR >= 1.0f) && (HCRT_COLOUR_ACCURATE < 1.0f))
out_color *= k2020Gamuts[uint(HCRT_EXPAND_GAMUT)] * (HCRT_PAPER_WHITE_NITS / kMaxNitsFor2084);
#endif
return out_color;
}
//////////////////////////////////////////////////////////////////////////////////////////////////
void main()
{
UNFLIPPED_VIEWPORT_COORD = vTexCoord;
vec2 VIEWPORT_COORD = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
if (HSM_SHOW_PASS_INDEX > 0.5)
{
FragColor = vec4(0);
vec2 coord_for_raw_passes = HSM_SHOW_PASS_APPLY_SCREEN_COORD > 0.5 ? HSM_GetCRTShaderCurvedCoord(SCREEN_COORD) : vTexCoord;
#ifndef IS_NO_REFLECT_PRESET
// REFLECTION
if (HSM_SHOW_PASS_INDEX == 1)
FragColor = texture(ReflectionPass, vTexCoord);
#endif
// TUBE
if (HSM_SHOW_PASS_INDEX == 2)
FragColor = texture(PostCRTPass, vTexCoord);
// CRT
if (HSM_SHOW_PASS_INDEX == 3)
FragColor = texture(CRTPass, vTexCoord);
// INTERLACE & LINEARIZE
if (HSM_SHOW_PASS_INDEX == 4)
FragColor = texture(LinearizePass, (floor(coord_for_raw_passes * textureSize(LinearizePass, 0)) + 0.5) / textureSize(LinearizePass, 0));
// COLOR CORRECT & UPSCALE
if (HSM_SHOW_PASS_INDEX == 5)
FragColor = texture(ColorCorrectPass, (floor(coord_for_raw_passes * textureSize(ColorCorrectPass, 0)) + 0.5) / textureSize(ColorCorrectPass, 0));
// DEDITHER
if (HSM_SHOW_PASS_INDEX == 6)
FragColor = texture(DeditherPass, (floor(coord_for_raw_passes * textureSize(DeditherPass, 0)) + 0.5) / textureSize(DeditherPass, 0));
// DREZ
if (HSM_SHOW_PASS_INDEX == 7)
FragColor = texture(DerezedPass, coord_for_raw_passes);
// CORE
if (HSM_SHOW_PASS_INDEX == 8)
FragColor = texture(CorePass, coord_for_raw_passes);
// LAYERS TOP
if (HSM_SHOW_PASS_INDEX == 9)
FragColor = texture(BR_LayersOverCRTPass, vTexCoord);
// LAYERS BOTTOM
if (HSM_SHOW_PASS_INDEX == 10)
FragColor = texture(BR_LayersUnderCRTPass, vTexCoord);
// Linearize passes which are not already in linear space
if (HSM_SHOW_PASS_INDEX < 5 || HSM_SHOW_PASS_INDEX > 8)
FragColor = HSM_Delinearize(FragColor, DEFAULT_SRGB_GAMMA);
return;
}
// Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area
HSM_GetBezelCoords(TUBE_DIFFUSE_COORD,
TUBE_DIFFUSE_SCALE,
TUBE_SCALE,
TUBE_DIFFUSE_ASPECT,
false,
BEZEL_OUTSIDE_SCALE,
BEZEL_OUTSIDE_COORD,
BEZEL_OUTSIDE_CURVED_COORD,
FRAME_OUTSIDE_CURVED_COORD);
if (HHLP_IsOutsideCoordSpace(BEZEL_OUTSIDE_COORD))
{
vec4 feedback_color_test = texture(PassFeedback, vec2(0,0));
if (HSM_CACHE_GRAPHICS_ON > 0.5 && feedback_color_test.a < 0 && !CACHE_INFO_CHANGED && HSM_RENDER_SIMPLE_MODE < 0.5)
{
FragColor = texture(PassFeedback, UNFLIPPED_VIEWPORT_COORD);
return;
}
}
vec4 under_layer = texture(BR_LayersUnderCRTPass, vTexCoord);
under_layer.rgb = PrepGraphicsForHDR(under_layer.rgb);
vec4 out_color = under_layer;
vec4 crt_layer = texture(MiddlePass, vTexCoord);
if (HSM_RENDER_SIMPLE_MODE > 0.5)
crt_layer.rgb = vec3(0);
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;
if (HSM_RENDER_SIMPLE_MODE < 0.5)
out_color = HSM_PreMultAlphaBlend(out_color, crt_layer);
vec4 over_layer = texture(BR_LayersOverCRTPass, vTexCoord);
over_layer.rgb = PrepGraphicsForHDR(over_layer.rgb);
out_color = HSM_PreMultAlphaBlend(out_color, over_layer);
FragColor = out_color;
if (HSM_RENDER_SIMPLE_MODE > 0.5)
{
vec2 tube_curved_coord = HSM_GetTubeCurvedCoord(TUBE_DIFFUSE_COORD, 1, TUBE_DIFFUSE_SCALE, TUBE_SCALE, TUBE_DIFFUSE_ASPECT, 1);
TUBE_DIFFUSE_CURVED_COORD = HSM_GetCurvedCoord(TUBE_DIFFUSE_COORD, HSM_TUBE_BLACK_EDGE_CURVATURE_SCALE, TUBE_DIFFUSE_ASPECT);
TUBE_DIFFUSE_MASK = HSM_GetCornerMask(((TUBE_DIFFUSE_CURVED_COORD - 0.5) * 1.001) + 0.5, TUBE_DIFFUSE_ASPECT, HSM_GLOBAL_CORNER_RADIUS * HSM_TUBE_BLACK_EDGE_CORNER_RADIUS_SCALE, HSM_TUBE_BLACK_EDGE_SHARPNESS);
TUBE_MASK = HSM_GetCornerMask(tube_curved_coord, TUBE_DIFFUSE_ASPECT, bezel_corner_radius, 0.99);
INSIDE_BEZEL_MASK = HSM_GetCornerMask(BEZEL_OUTSIDE_CURVED_COORD, TUBE_DIFFUSE_ASPECT, HSM_GLOBAL_CORNER_RADIUS * HSM_BZL_OUTER_CORNER_RADIUS_SCALE, 0.9);
BEZEL_MASK = INSIDE_BEZEL_MASK * (1 - TUBE_MASK);
OUTSIDE_BEZEL_MASK = 1 - INSIDE_BEZEL_MASK;
OUTSIDE_FRAME_MASK = 1 - HSM_GetCornerMask(FRAME_OUTSIDE_CURVED_COORD, TUBE_DIFFUSE_ASPECT, HSM_FRM_OUTER_CORNER_RADIUS, 1);
FRAME_MASK = OUTSIDE_BEZEL_MASK * (1 - OUTSIDE_FRAME_MASK);
if ( HSM_RENDER_SIMPLE_MODE == RENDER_SIMPLE_MODE_BLACK_SCREEN )
FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(0, 0, 0, 1) * (TUBE_MASK));
if ( HSM_RENDER_SIMPLE_MODE == RENDER_SIMPLE_MODE_BLACK_SCREEN_AND_BG )
FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(0, 0, 0, 1) * (TUBE_MASK + OUTSIDE_FRAME_MASK));
if ( HSM_RENDER_SIMPLE_MODE == RENDER_SIMPLE_MODE_PINK_MASK )
{
if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_SCREEN )
FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(1, 0, 1, 1) * (TUBE_DIFFUSE_MASK));
if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_TUBE )
FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(1, 0, 1, 1) * (TUBE_MASK));
if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_BEZEL_AND_FRAME )
FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(1, 0, 1, 1) * (TUBE_MASK + OUTSIDE_FRAME_MASK));
if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_BEZEL )
FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(1, 0, 1, 1) * (1 - BEZEL_MASK));
if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_FRAME )
FragColor = HSM_PreMultAlphaBlend(FragColor, vec4(1, 0, 1, 1) * (1 - FRAME_MASK));
}
if ( HSM_RENDER_SIMPLE_MODE == RENDER_SIMPLE_MODE_BLACK_WHITE_MASK )
{
if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_SCREEN )
FragColor = vec4(1 - TUBE_DIFFUSE_MASK);
if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_TUBE )
FragColor = vec4(1 - TUBE_MASK);
if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_BEZEL_AND_FRAME )
FragColor = vec4(1 - TUBE_MASK) - OUTSIDE_FRAME_MASK;
if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_BEZEL )
FragColor = vec4(BEZEL_MASK);
if ( HSM_RENDER_SIMPLE_MASK_TYPE == RENDER_SIMPLE_MASK_TYPE_FRAME )
FragColor = vec4(FRAME_MASK);
}
}
// If we have calculated an image then set -1 as a flag to show that we have
if (UNFLIPPED_VIEWPORT_COORD.x < (2 / global.OutputSize.x) && UNFLIPPED_VIEWPORT_COORD.y < (2 / global.OutputSize.y))
FragColor.a = -1;
#ifndef IS_HDR_PRESET
FragColor = HSM_Delinearize(FragColor, DEFAULT_SRGB_GAMMA);
#endif
#ifdef IS_HDR_PRESET
vec3 output_colour = vec3(0);
LinearToOutputColor(FragColor.rgb, output_colour);
FragColor = vec4(output_colour, 1.0f);
#endif
}